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| Author: | Jason Booth |
| Title: | Bridges to the Highlands |
| Download: | bridges.zip (775ea6463301922aab3e87ca9fc77b33) |
| Filesize: | 1042 Kilobytes |
| Release date: | 05.11.1996 |
| Homepage: | |
| Additional Links: | Crash's • |
| Type: | Single BSP File(s) |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| File | Size | Date |
|---|---|---|
| bridge.bsp | 895 KB | 05.11.1996 |
| brhiland.bsp | 396 KB | 05.11.1996 |
| bridges.txt | 3 KB | 05.11.1996 |
| bridglnk.bsp | 123 KB | 30.10.1996 |
| watrways.bsp | 710 KB | 05.11.1996 |
| brstart.bsp | 318 KB | 30.10.1996 |
bridges.zip - Bridges to the Highlands
Three small, boxed/leaked, ugly Medieval/Wizard/ Basemix maps. Comes with a simple skill selection map and a pointless linking map.Tags: small, mixtex
Editor's Rating: Poor
User Rating: 1.7/5 with 7 ratings
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Easily install and launch Quake maps with the cross-platform
• PAK:
• PROGS.DAT:
I enjoyed mostly "watrways.bsp".. was fun!
Well, what we can expect from beginner's maps, which were created as tests for quake engine to learn level editing? Of course, not much:
- brstart — funny idea with turrets, but as start level this map is too uncomfortable; 2/5
- bridglnk — really pointless, only two portals without any messages and tips; although, there is nice lava logo on wall; 2/5
- brhiland — WHAT IS THAT?! — looks to experimental for me; 1/5
- bridge — most playable from these maps, the only one I have actually done... but why it's so dark? And I've played it at night... 3/5
- watrways — too original for me... and also too dark. 2/5
Total score: 10/5=2
Bridges to the Highlands on The Quake Grave
I don't normally like to speak ill of maps because people are putting their time into them and hopefully learning to become better mappers. It's unfortunate that this pack is just not that great. I think there are 2 major problems here and one is the darkness of the maps. It's really difficult to see where you're going therefore making it difficult for you to progress. The other is the design voice/language. That is to say, when you build a map, you sort of want to communicate to the player, without actually saying it, how they should do things in your map. I felt this was all over the place.
As xDDGx pointed out above, in the first map you choose your difficulty, fair enough. Then the 2nd map sort of gives you an inkling as to what you're going to expect from the rest of this pack. It's dark and doesn't really give you a chance to get your bearings straight. I found myself scrambling for the exit and I randomly found it.
Then it's the waterways map. This map is the most fun as it had me sort of trying to figure out how to get to a good vantage point to take out the enemies. The problem is that it's super dark and the enemies basically all see you at once so you don't have a chance to plan your attack. It's one of those maps that you're frustrated with at first but then when you figure out how to do it, and it feels more rewarding. After that, you are in a room with 2 teleporters; one takes you to the next map, the other takes you...back to the waterways map. I found myself playing through waterways a few times before I got to proceed. This was very annoying! Why even do this?
The final map has you up really high on skinny platforms and after you take out the enemies, you have to jump on these tiny little specks and platform over to the exit. Why would you make someone platform on tiny little specks of environment? That's awful to do to the player!
I would not recommend this pack, there isn't much positive to take in. I feel as though the author maybe should've put all of these ideas into one map and added some lights.
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