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Author: | Dustin "Tronyn" Geeraert |
Title: | A Desert Dusk |
Download: | add.zip (21ac7245139b693138336d2fa5f3c4ce) |
Filesize: | 3329 Kilobytes |
Release date: | 07.05.2003 |
Homepage: | http://tronyn.planetquake.gamespy.com |
Additional Links: | erc's Quality • Ethereal Hell • Retroquake • TEAMShambler • Underworldfan's • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
Pak0.PAK | 6952 KB | 07.05.2003 |
add.txt | 1 KB | 07.05.2003 |
add.zip
A Desert Dusk
Large desert themed SP level that also supports coop and deathmatch.Design and gameplay are top-notch, the style is very original. Uses some SOA entities.
Tags: desert, monsters, temple, soa, planetquake-map-of-the-week
Editor's Rating: Excellent
User Rating:
3.8/5 with 47 ratings
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Nice-looking (if a little plain at times), solid, thematically consistent and somewhat exhausting map. Not exactly my cup of tea, as I prefer less punishing combat, but well done for what it is. Scrags, vores and centroids make for very tough combat, but once you get used to fighting the latter (as an uncommon Quake enemy, they take some getting used to, especially in such large numbers) it becomes a bit more manageable. There is at least one moment where being cautious and/or lucky makes a huge difference to the difficulty of the battle at hand.
Aesthetically, though, centroids are the perfect choice for these surroundings.
Not a map I would recommend to newcomers or out-of-practice players.
Fun level, with an intricate but understandable layout that leads you seamlessly to the next area as you play. Heavy focus on a small selection of enemies, with the centroids taking centre stage. Not particularly inspiring visually or with its combat, but it doesn't really leave anything to be desired, either.
Perhaps more enemy variety would have helped the map, but what was used fits the theme well for the most part which is a plus.
Also, for the final fight, I ended up using an exploit to beat it, with the stairs providing excellent cover that saves you from most of the damage and prevents the enemy from moving closer to you.
Centroidfest. Meh. Not exactly my cup of tea.
Too many centroids and vores for my liking...but more so on the centroid level. The Egyptian garrison theme is unique and original but the gameplay itself is very poor with ammo imbalance and enemies for the sake of enemies.
I've played early Tronyn's levels back in late 90's, and I can say that not much has changed. The level making skill has increased, but overall this level lacks creativity. Boring gameplay, primitive architecture. What I like in many modern levels, that you can run into a large space, make monsters fight each other and then leave. In this level every location is hard (and boring) to go through. You have to kill all the monsters, and the process is very plain. I'd say the Tronyns needs to think "beyond one room", to have a wider and reacher vision of a level. I finished playing this boredom just because I started. What a waste of time!!!
@Repus I suggest you try Tronyn's later maps, they're much better, especially Nyarlathotep. Even the direct sequel to ADD, Scorpion Garrison, is already a bit better - and easier since you already carry the guns/ammo from this map. But tough combat is a constant in Tronyn's work, so maybe think about lowering the difficulty?
Been a while since I played this, but I remember enjoying it a bunch.
I played this a long time ago, back when it was new, and I loved it then. Glad I found it and had a second run at it. I don't understand how it's not rated higher, honestly.
Just tried it out and it's a great map ... but having played Tronyn's masterpieces before that one, I cannot rate it as high as them. Still a nice map with challenging bits --- you'll understand why we usually don't see centroids that much.
Quite cool map. The level design flows nicely, and the architecture is perhaps simple by today's standards but very effective. Textures from SOA and Hexen 2 are used to evoke a somewhat Egyptian feel. Brushwork is mostly good, although there's a bit of z-fighting and one lift that rises THROUGH the floor. Speaking of lifts, there's lifts in the map that actually stop at multiple points. I don't know if Tronyn coded that or if it's an SOA feature, but it's pretty neat. Anyways, the combat is mostly good, but pretty tough (on skill 2 at least). This is mainly due to the generous amount of Centroids. Sometimes their lack of z-aiming can be exploited, but oftentimes they're fought on flat planes, and the player has to move quite skillfully to avoid their waves of nails. Thankfully there's a good variety of weapons to use, including both the lightning gun and plasma gun (from SOA). I liked that the boss's eerie groaning could be heard throughout much of the level, it added to the atmosphere. However, the actual fight against Armagon is pretty disappointing because unless you want to be clobbered, you're pretty much forced to cheese him around a corner. Which is really not the most fun way of fighting.
By the way, I don't get how ADD2 could be played directly after this map, since they both come in separate pak0 files.
There is information about that in the add2.zip review page.
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Another slice of SoA goodness. Quite the way to show some love to a somewhat underappreciated expansion.
Enjoyable space to explore/unlock. Very tronyn-ish. :-)
I get the comments about "too many centroids" yeah... but on the other hand, the map gives you a ton of grenades eventually and I didn't feel bad at all about bombing the centroids around corners. (Plus, centroid/vore infighting is satisfying.)
Thumbs up.
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