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Screenshot of alk13
Author:Shaun [Kona] Ross
Title:The Looming Madness
Download:alk13.zip (9ada0180bb31c320fb5f2fac3aae4caa)
Filesize:3503 Kilobytes
Release date:23.08.2001
Homepage:http://www.electricescape.com/etherealhell/
Additional Links: erc's QualityEthereal HellRetroquakeTEAMShamblerTen FourUnderworldfan's
Type:Partial conversion
BSP: ✔ • PAK: ✔ • PROGS.DAT: ✔ • Custom Models/Sounds: ✔

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
alk13/alk13.jpg67 KB22.06.2001
alk13/alk13.html17 KB05.08.2001
alk13/alk13.txt3 KB08.08.2001
alk13/pak0.pak7056 KB07.08.2001

alk13.zip

The Looming Madness

Large egyptian map with a unique mix of textures. Features a few custom monsters such as the SOA goblin and the Snakeman.

Tags: monsters, textures, ancient, egyptian, greek, stone, maze, labyrinth

Editor's Rating: Excellent
User Rating:
3.9/5 with 25 ratings
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Cocerello Registered 23 August 2012, 17:40
Probably the best ''alk'' map architecturally speaking, but gameplay-wise, it isn't as good as the previous ones. good brushwork too.

PD: i would have removed the goblins, its the most worthless less frightening quake monster ever. The last fight was interesting, but it has many spots to avoid the monsters.
dBAudio Registered 5 September 2014, 10:15

i could not figure out how to open the secret door. i noclipped to see what was inside. :-(

MikeTaylor Registered 23 September 2016, 13:04

Nice to look at (though the unfamiliar textures are a bit disorienting in that so much looks unusual that it becomes hard to spot what is a secret and what is just unconventional texturing). But as with alk11 and alk12, it's the repetitive lather-rinse-repeat quality of the whole process that lets it down. Enter a room, kill the monsters, go through the next door. Vamp till all 141 monsters dead.

I've not quite finished my trawl through all of Kona's "alk" maps, but with only one left to (alk15), a strange pattern has emerged: as Kona's technical skill increases, the inventiveness of his maps seemed to decrease. As a result, I see that I have scored the first three alk maps with four stars, and the next three all with three stars. (I skipped alk10 because I couldn't find a way to play it on QuakeSpasm.) I only hope that alk15 can finish the alk series on a high.

whirlstr Registered 9 September 2018, 11:11

Not a bad map at all, but despite technically being quite well-made, I didn't love it. My main gripe is with the custom monsters, they're just stupid and annoying. The worst offender is the ogre that fires both straight & arcing grenades - he doesn't even look different when firing differently, so the player has very little time to change their reaction. And the death knight that fires vore shots in addition to his regular attacks. Vores are good enemies because their super-homing missiles are balanced by their slow speed and large hitbox. Like with most custom enemies, the creator doesnt seem to understand what made the originals work and just opts for memes instead. Another problem is the very monochrome & bland texturing. Everything is light or dark brown, much moreso than the original Quake. Contrast this with another Egyptian-themed map Menkalinan, which makes excellent use of color and contrast. Not only are the visuals uninteresting, but their repetitiveness makes it easy to lose track of where to go at certain points. As for the map design, it's fine. There's a reasonable amount of verticality, interconnectedness, sugar, spice, & everything nice. I know I've spent the whole comment shitting on this level but it's not unfun to play. There are just some notable flaws keeping it down that nobody else has commented on.

Solomoriah Registered 19 January 2019, 6:43

Overall I liked this one; however, some bug in the final scene caused the "hidden" doors to fail to open. I killed the initial monsters, then stood around waiting; couldn't find any buttons etc. to open the doors, making me think they were supposed to be automatic. Perhaps I'm wrong, but that frustrating final scene cost this level a point in my estimation.

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