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Author: | John "metlslime" Fitzgibbons |
Title: | The Crawling Chaos |
Download: | chaos.zip (a2c1b2ee4baf06a54261d6bdd3cbc621) |
Filesize: | 622 Kilobytes |
Release date: | 19.02.1998 |
Homepage: | http://www.celephais.net |
Additional Links: | erc's Quality • TEAMShambler • Underworldfan's • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
chaos.bsp | 1473 KB | 03.12.1997 |
chaos.txt | 5 KB | 19.02.1998 |
chaos.zip
The Crawling Chaos
Medium sized Wind Tunnels style Metal map with lots of slime.Tags: windtunnels, metal, slime, medium, planetquake-map-of-the-week
Editor's Rating: Nice
User Rating:
3.5/5 with 19 ratings
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One thing bothered me is how can you go through the room with the floating health pack. I do not think its done the way i did.
Old-school indeed! I played this as it's the precursor to Rubicon (and so, ultimately, to the Rubicon Rumble Pack which I think it the greatest ever Quake release at the time of writing). It felt very ID-like.
Lots of good set pieces -- especially being attacked by a shambler in near-total darkness! What a heart-stopper! But what stops the map from being a classic in its own right is that it seems to consist only of set-pieces, strung somewhat arbitrarily together, without much sense of place, or internal coherence. As always, over-reliance on teleporters contributes to this. (Most of the best maps either have no teleporters at all, or use them only to provide short-cuts to already-visited areas.)
On the room with the floating health-pack: careful jumping suffices. You can make your way 135 degrees anti-clockwise around the room just by walking along the slope (and picking off the scrags); from the yellow surface in that corner, a careful jump will take you past the pillar that's in your way and onto the next slope. Walk around to the room's exit, and another trick jump, this time off the slope, will get you up into the next passageway.
I couldn't find a way to grab the health, though.
floating health pack 'spoiler:'
i followed the track in the ceiling. it seems to be an invisible walkway.
Good map. I liked that at the start you can choose two pathways, and they aren't symmetric, I hate when you have to press a button and fight the same monsters twice.
There was a trap which I didn't like. Spawning enemies behind the player already feels cheap, and doing that in a narrow ladder, with the help of quake's jumping mechanics that sometimes you jump upwards, I got stuck and f*****.
But I liked this maps, simple and elegant like the shambler's dance in the dark. Bet that in 1998 would be a blast. But, we're now in 2017, standarts have risen and I rate this a 4/5. If we were ins 1998 would rate a 6/5.
Loved the upside down glass pannel secret.
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