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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 Quality • Ethereal Hell • Retroquake • TEAMShambler • Ten Four • Underworldfan's • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
alk13/alk13.jpg | 67 KB | 22.06.2001 |
alk13/alk13.html | 17 KB | 05.08.2001 |
alk13/alk13.txt | 3 KB | 08.08.2001 |
alk13/pak0.pak | 7056 KB | 07.08.2001 |
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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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.
i could not figure out how to open the secret door. i noclipped to see what was inside. :-(
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.
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.
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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