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Author: | spy |
Title: | Tower Of Dal Gurak |
Download: | bod.zip (f029d5a2f8436a328237267d95d329fd) |
Filesize: | 10033 Kilobytes |
Release date: | 02.05.2008 |
Homepage: | |
Additional Links: | Underworldfan's • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
Pak0.pak | 20204 KB | 02.05.2008 |
bod.txt | 4 KB | 02.05.2008 |
bod.zip
Tower Of Dal Gurak
A big castle using Quake III textures. Remake of a map with the same name from the game Blade of Darkness. Ok.Tags: huge, q3 gothic, castle, remake, blade of darkness, hordes, horde
Editor's Rating: Nice
User Rating:
4.2/5 with 27 ratings
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Really nice architecture and great gameplay. If you like your Quake brutal, you'll love this map. Maybe the score is a bit low because it's a remake, but it's well worth a download !
I won't comment on the remake part, i haven't played Blade of darkness.
The map is big, both in size and lenght, with a good gameplay like the one in kinn_bastion, with the flaws that the monster spawning is weird and simple sometimes, with some monsters appearing just in your face at close combat distance and others in places where they can't hit you. Difficulty is nice (around ID maps) but varies a lot. The map is overloaded in ammo and armor (if you find the secrets) but lacks some health packs sometimes. Architecture and brushwork are nice, The layout is interesting, and made to give the option of an alternate route. Secrets are fine, but a bit simple in 2 cases.
Resuming: a good map to play for an hour of good entertainment, but it has ways to go to get to Kinn maps level.
i loved this map. i thought the gameplay was intense for the most part, yet i was able to keep myself alive. usually i'm dog meat! ammo was almost too plentiful, even for me. overall a really fun map!
You can quibble with technical aspects of this map -- the brushwork is a bit crude in places, and some of the architecture doesn't make a whole lot of sense. But it's an enormous about of FUN -- much more fun than some technically far superior maps. I played it on Normal Skill (just because I forgot the +skill on the command-line) but actually I'm happy with how that worked out. It felt much more like tearing a swathe through the hordes of evil than I think it would have done on a higher difficulty. I particularly enjoyed the penultimate big combat, with the spawning waves of death-knights, scrags, ogres and shamblers. So this is a 5/5 from me.
By the way, has anyone figure out how to get the rocket launcher at the very start? I assume there must BE a way, it would be too cruel to just leave it there as a tease.
There's no chance to grab RL as far as i know, sorry
Awesome huge, bloody ambushs and somewhat very nice to look at. 5 stars!
Having now played this three times on different difficulties, I can say: it's a great level. Just a whole lot of unsophisticated fun cutting through swathes of enemies and exploring a big, complex area.
There are two separate ways to go at the beginning, and they join up about a third of the way through, so unless you make a strictly unnecessary trip back to the start at some point, you'll miss a quarter of the game.
(I still haven't found a way to get the rocket-launcher, BTW., I've come close with grenade-jumping off the nearby rocks, but not close enough.)
It can be done with a grenade jump (and you will get a "you're not supposed to be here" message). To do so, one has to be positioned across from the corner just to the right of the rear window (where the slope comes closest to the tower). There is a spot at a height around halway up the window where two slopes from the left and right come together and then drop down more steeply. Place a grenade right behind where the slopes converge.
Really great map.
After the collapsed bridge in the beggining there are two paths to choose. If you don't come back and explore the other one, you'll lose a great deal. Maybe put some key locked doors to push players into going into both ways?
I don't like teletransporting enemies just to fill up the map. If it's a trap, expecially after you get a valuable item, it's ok. But otherwise, it feels cheap. And I don't know if it was intended, but sometimes they appear with no warning sound and right in your face.
Like everyone above, felt bad for not having a way to pick up the RL at the start. But, after completing the level, I think having a RL will spoil all the fun, since most hords are easy manageable with a grenade launcher, a RL would be OP.
I didn't enjoy myself that much, and the map isn't nice to look at. I was surprised as well to be rewarded when discovering a few secrets that were so obvious they didn't seem like secrets at all (only one of them was dangerous to pick up). I agree with brunomiwa on teletransporting peculiarities.
On the plus side, the map is quite brutal at times, at least on skill 3, and can be challenging in places. I don't know why everyone seems to like it so much, it's probably not my kind of thing.
Fun map with interesting architecture. But it's one of those maps that put unfair trap location, locks you with spider mothers in tiny rooms without any means to avoid projectiles and throw lots of custom enemies with anti-strafing attack patterns without giving you any extra ammo.
This deserve 5 stars!
Tell me how to make it possible to connect HD textures to sprites in a standard game? I understand that this is written in the source file "*.qc" and compiled into "progs.dat". And in what file? It's just that in a normal game, for example on the "QSS" engine, HD textures are connected to everything except sprites, or if you use the "Dark Places" engine.
Amazing map! I really enjoyed the design, the new textures and these new enemies are awesome too. It is very well made, you should try it!
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