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| Author: | Shaun [Kona] Ross |
| Title: | Charmhood |
| Download: | alk08.zip (b59eb1f73d0e5f269b76d031d3c61031) |
| Filesize: | 566 Kilobytes |
| Release date: | 06.08.2005 |
| Homepage: | http://www.electricescape.com/etherealhell/ |
| Additional Links: | Ethereal Hell • Retroquake • Ten Four • |
| Type: | Single BSP File(s) |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| File | Size | Date |
|---|---|---|
| ALK08DM.bsp | 546 KB | 24.11.2000 |
| alk08.txt | 4 KB | 15.01.2001 |
| ALK08SP.bsp | 784 KB | 23.12.2000 |
alk08.zip - Charmhood
It is clearly a deathmatch map with one version for DM and one for SP. The map consists of one large room connected to three seperate rooms, which means alot of the fighting is going to take place in that one large room. While I have not tested the DM, I believe this map is lacking trick jumps and/or traps. The SP version is about gathering Runes to get attacked by spawned monsters. Four total rooms means four Runes. After finishing waves of monsters, the paths to new rooms open. When everything is completed, a wall reveals the teleporter exit.Tags: metal, dm, small
Editor's Rating: Nice
User Rating: 4.2/5 with 13 ratings
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Easily install and launch Quake maps with the cross-platform
• PAK:
5/5 for gameplay!
The concept of this map is quite interesting. At first, you are completely alone so you have time to gear up. After that, the slaughter starts, and even the SP map plays a bit like DM. There are ammo caches scattered around the place you should remember and save for critical moments. When two or three Shamblers teleport in and you have wasted all your nails, you might be screwed. Don't collect the next rune before you have dealt with remaining monsters or you will multiply your trouble. Anyway, enjoyable combat.
For someone who doesn't much like deathmatch, I found this surprisingly enjoyable, a crowd-pleasant and undemanding blast-fest that is very satisfying as you watch the bodies gradually pile up. I think that it could have done with more monsters: Hard was too easy, and there was way more ammunition than I could use. But a lot of fun nevertheless. Four stars.
It must have taken a lot of work to set the map up for so many layers of arena gameplay, but I think it's really paid off here. The way the map is built around activating the waves in player-controlled stages means that you can always stay on top of the action, which makes the map far more fun than frustrating. Unfortunately, this also serves to slow the map down significantly at points, and so it's difficult for the level to build up any sort of tension for the player.
I don't think it's the best arena combat i've ever played in a Quake map, but it's certainly the most, and it's certainly quite fun regardless of how easy and repetitive it may be.
Replayed this, and thoroughly enjoyed it once more. This is what Qonquer should have been like (see func_mapjam5).
Next time I play this, I might try running around grabbing all the runes as soon as they become available and seeing whether I can survive the chaos.
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