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Author: | R.P.G. |
Title: | And All That Could Have Been |
Download: | could.zip (eb907b888bf0a1a508e19213572b7a71) |
Filesize: | 964 Kilobytes |
Release date: | 02.09.2003 |
Homepage: | |
Additional Links: | erc's Excellence • Retroquake • Tronyn's Top 10: Base • Underworldfan's • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Download | Skill | Length | Player | Protocol | Date |
---|---|---|---|---|---|
could | Nightmare | 0h05m40s | ArcaneFiend | 666 | 2020-02-21 |
Full completion of the map. |
Files in the ZIP archive
File | Size | Date |
---|---|---|
could.txt | 5 KB | 02.09.2003 |
could.bsp | 2464 KB | 02.09.2003 |
could.zip
And All That Could Have Been
Large, professionally built industrial map using Speedbase textures. Great brushwork and gameplay.Tags: base, large, industrial, speedbase, planetquake-map-of-the-week
Editor's Rating: Excellent
User Rating:
4.6/5 with 57 ratings
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This is a great map! Lovely textures, great gameplay, really cool secrets!
mmf, dat brown base. very nice.
Superb build quality, but loses a point for the gameplay being a bit uninspired: follow corridor, shoot baddies, ride elevator, shoot baddies, repeat till dead. It's not bad gameplay by a long way, just not as good as the excellent architecture demands.
5 stars, but I want to use all the cells from enforcers' backpacks and there is no lightning gun!
amazing build quality but can be quite difficult.
Nice, some areas are quite remarcable and well connected to the flow, but maybe there are too many corridors with boring grunts and so. The final massacre area is really interesting but It would be better with the full weaponry set and free refills. And as many grenades as the ogres have. 4/5.
Awesome map. Not sure why some are complaining about grunts in a Base map or shooting in a FPS. That's kind of where they are supposed to be!
This is one of the best vanilla Base maps out there.
Unbelievable. Go play it.
Should the credits include "Nine Inch Nails" for the map name inspiration? "NIN", has some pretty good song names.
Anyway, "And All That Could Have Been" is a very solid, classic style, base-themed map with a clear-to-read architecture and likewise gameplay progress. The clockwork of world-machine, is done decently. The combat flow, on top of all things, is nice - there are no overwhelming challenges, but the challenge, is still there; that, is a proper approach, in my opinion, especially on the "Normal" difficulty level.
Owing to the age of map release or to the author himself, "And All That Could Have Been", is a map that knows moderation, which is a merit.
This map is one of my favorites in terms of visuals. It's detailing, while arguably being too dense in parts, is phenomenal. I love the variety of visual elements as well, it's exciting going into a new room because you don't know what you'll find. The computer room with the first fiend is a personal favorite.
I feel like this map is the antithesis of czg's 'Ceremonial Circles' in that rather than focusing almost exclusively on gameplay it puts a massive focus on visuals. That's not to say the gameplay isn't without it's merits but rather that the carrot on the end of stick is getting to see a new beautifully designed room rather than blowing apart masses of monsters. This map would still be well worth playing with all monsters removed.
The texturing is a highlight. I'm not familiar with the speedbase texture set but I loved the use of vanilla textures in creating brand new ones. It reminds me a lot of Doom's patch and texture system.
This is a wonderful map and I recommend it to everyone.
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