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Author: | John "DaMaul" McCann |
Title: | Bestial Devastation |
Download: | damaul6.zip (3904a0064381a2d4643d8cd48f55e1df) |
Filesize: | 921 Kilobytes |
Release date: | 18.06.1999 |
Homepage: | |
Additional Links: | erc's Excellence • TEAMShambler • Underworldfan's • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() | |
Dependencies: | zer • |
Files in the ZIP archive
File | Size | Date |
---|---|---|
DaMaul6.bsp | 2206 KB | 18.06.1999 |
DaMaul6.txt | 5 KB | 18.06.1999 |
README1ST!.txt | 1 KB | 18.06.1999 |
damaul6.zip
Bestial Devastation
Very large industrial/Zerbase level with great details and gameplay. Works in id1 too but then it is quite hard.Tags: industrial, base, large, zerstorer, planetquake-map-of-the-week
Editor's Rating: Excellent
User Rating:
4.4/5 with 39 ratings
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I just played this in id1 because the Injector made me. It was quite hard at some points but good fun.
I've played this a few times before, and always felt it was a classic example of a map that's very hard at the start (especially with the lack of ammunition), and then comes out much easier towards the end. It's beautifully put together, though, no doubt about that.
I can't remember how to progress from the first big room, where the gold-key door is. Can someone please remind me?
Oh, silly me -- I found it. It's a shootable button recessed into the wall above the door that you entered by.
Finished it again. I was really torn over whether to score it 4 or 5, but in the end I went for 4 because (for me anyway) it's just that bit too hard on Hard. The main source of difficulty is lack of ammo, and that's not a kind of difficulty that I find very enjoyable. I guess next time I should play on medium.
It is superbly put together, though, no question. A couple more boxes of shells and it would have been a 5/5 map for me.
Easy 5 if it weren't for the lack of ammo. Want to make a challenging map in an old school FPS game? Make the health packs scarce, NOT the ammo.
Although the description is correct in that this map technically functions without zer, many of the triggers are broken by its absence. This leads to too many enemies being present when they shouldn't be and that plus the map being balanced for the absurd efficiency of zer weapons is what's leading to the ammo problems.
Played with Zerstörer (as appears to be fixed in the Injector now) it's a very nice map with a great sense of progression, some well-placed setpieces and attractive brushwork. I liked it far more than anything in zer itself, even accounting for the couple of years between them... this is definitely something that's aged well.
Really nice map with lovely weapons. Only point of criticism - it's too easy on nightmare; I could kill almost once that many enemies with all the ammo and health scattered around.
Very well constructed map. Too brutal, though, even on easy skill. It was a bit too much for me. Could have used less monsters.
MikeTaylor: I'm not sure I would agree with you on the very end of the map. Good thing I had enough health to escape like a coward.
I enjoyed this map a lot, and wasn't aware that those "blue enforcers" (I don't know their proper name) dated back to that map --- possibly earlier? The Hellraiser 3-inspired Ogre modifications were a nice touch.
I'm loving it
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Did you read the file's readme?