Or would you like to register?

Author: | Connor Fitzgerald feat. Biff Debris, inertia, Evan Wagner, Kell |
Title: | Deathmatch Classics Vol. 2 |
Download: | dmc2.zip (7f412ba7d2958ade8d9f7c679ccd9830) |
Filesize: | 2418 Kilobytes |
Release date: | 12.05.2011 |
Homepage: | http://www.speeddemosarchive.com/quake |
Additional Links: | |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
dmc2.txt | 2 KB | 12.05.2011 |
dmc2m1.bsp | 1195 KB | 24.05.2011 |
dmc2m2.bsp | 1426 KB | 24.05.2011 |
dmc2m3.bsp | 1065 KB | 24.05.2011 |
dmc2m4.bsp | 1572 KB | 24.05.2011 |
dmc2m5.bsp | 1451 KB | 24.05.2011 |
dmc2.zip
Deathmatch Classics Vol. 2
Episode consisting of five classic deathmatch maps converted for single player (with speedrunning in mind):dmc2m1 : Deadalus Revisited (imp1dm6) by Biff Debris
dmc2m2 : Slipstream (slip) by Inertia
dmc2m3 : Black Rain (evdm1) by Evan Wagner
dmc2m4 : The Killing Jar (kdmj) by Kell
dmc2m5 : Void Runner (kdmv) by Kell
Tags: episode, small, base, metal, rubicon, sda, dm
Editor's Rating: Average
User Rating:
3.7/5 with 16 ratings
You can NOT add ratings
if you are not logged in.
You can NOT add ratings
if you are not logged in.
Deadalus Revisited was perhaps the most organized map. Great brushwork and flow considering the small map size.
Slipstream just felt like a generic romp in the base with some quake monsters thrown in...nothing stood out for me here.
Black Rain was unique with the blue metal void layout.
The Killing Jar was another notable level with interesting progression and great texture use. I think the biosuit can be an issue since the player doesn't know exactly when to grab them. I ended up breast-stroking through slime a few times!
Void Runner feels like an end map and I guess that makes sense! Fun to just go hog wild on the monsters with little risk. When you have a thunderbolt, Pent, and Quad, you basically feel unstoppable.
4 stars for the parts.
Pretty much what Bloughsie said.
I enjoyed Slipstream a little more than him, though. It's not often that we can fight tougher monsters in base maps, so props for that. Also, one thing definitely stood out in this map, something that I have only encountered in Sock's Explore Jam 1 map so far: a vertical curve that can be used for slope-jumping to reach the highest room in the map.
I also disagree with him about the biosuits in Killing Jar, except the first one that you can grab before you really need it. The other ones are well-placed but usable only when you need them.
Ooh, almost forgot: the Black Rain and Killing Jar maps should be swapped. It would be a lot more thematically coherent than the current order and would feel more like an episode than disjointed maps.
One last thing (this website really needs an edit button!): supplies are overall in quite large excess. Don't worry about getting short on them, it shouldn't happen in any of these 5 maps unless you're particularly sloppy.
I enjoyed this in an undemanding-romp kind of a way. None of the maps were familiar to me, but then I don't really play deathmatch.
This is a cool little map pack. Not too stressful and a nice time killer. Biff's map (pictured) is arguably the standout, due to the nice brushwork, although they all have some interesting gimmicks in them. I ended up grenade jumping the last part of Inertia's map because I suck at ramp jumping :)
Post a Comment
Your comment will be parsed with Markdown!Keep the comments on topic and do not post nonsense.
Did you read the file's readme?