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Screenshot of chaos
Author:John "metlslime" Fitzgibbons
Title:The Crawling Chaos (a2c1b2ee4baf06a54261d6bdd3cbc621)
Filesize:622 Kilobytes
Release date:19.02.1998
Additional Links: erc's QualityTEAMShamblerUnderworldfan's
Type:Single BSP File(s)
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✘

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
chaos.bsp1473 KB03.12.1997
chaos.txt5 KB19.02.1998

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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Cocerello Registered 12 December 2012, 16:09
Cool old school feeling map, with good layout and simple but effective brushwork and a good atmosphere. Gameplay was good with some interesting points, like the use of shamblers, with a difficulty on par with ID maps. Secrets were nice too.

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.
MikeTaylor Registered 11 December 2014, 15:00

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.

dBAudio Registered 22 December 2014, 2:16

floating health pack 'spoiler:'

i followed the track in the ceiling. it seems to be an invisible walkway.

brunomiwa Registered 16 January 2018, 14:05

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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