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| Author: | Vondur |
| Title: | Elements |
| Download: | eels.zip (b8f1061b84c306d6356d29960c0ea0f7) |
| Filesize: | 2344 Kilobytes |
| Release date: | 04.11.2010 |
| Homepage: | http://www.vondur.net |
| Additional Links: | |
| Type: | Single BSP File(s) |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| File | Size | Date |
|---|---|---|
| eels.bsp | 3127 KB | 04.11.2010 |
| eels.map | 2054 KB | 04.11.2010 |
| eels.txt | 5 KB | 04.11.2010 |
| moonbk.tga | 430 KB | 17.12.2008 |
| moondn.tga | 33 KB | 14.04.2009 |
| moonft.tga | 401 KB | 17.12.2008 |
| moonlf.tga | 413 KB | 17.12.2008 |
| moonrt.tga | 443 KB | 17.12.2008 |
| moonup.tga | 1305 KB | 17.12.2008 |
eels.zip - Elements
Medium-sized medival level with distinctly themed areas for each element, and classic gameplay. A skybox and the map source are included.Tags: oldschool, classic, medieval
Editor's Rating: Excellent
User Rating: 4.2/5 with 17 ratings
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Easily install and launch Quake maps with the cross-platform
• PAK:
• PROGS.DAT:
Push the button at the far end of the room from where one drops down and receives the "water elements" message, then return to the entrance of the room and enter the water below where you landed. There is an underwater path with two spawns, then a room above where everything must be killed to open the exit.
Now you can re-rate the map.
Fun map, the rooms are a little bit "copy and paste" but it's still nice. :)
While running the darkplaces the blue key doesn't "fall from the skies" so the QuakeSpasm is still a better solution. The darkplaces is always having the problem with the keys
hkBattousai never re-rated the map :(
I'd probably rate this a 4, but I can't stand to see such an unjust 1/5 rating affect it so unjustly!
This is definitely a very traditional map; simple, practical layout without too much visual flair (but definitely not too little, either!) and a good variety of encounters and enemies. My biggest complaint with this map would have to be with its ammo distribution; even as I was quicky running out of shells and nails, I was getting plenty of rocket pickups which I found pretty annoying at first, since I had neither a RL or a GL. The map is obviously balanced around the idea of the player finding the GL secret early on, which in my opinion is never a good idea; secrets should not be necessary to finish a level, they should only make it easier.
I did find the GL after I got the SK, and the map was definitely more manageable after that point, which was a good thing since I definitely would have run out of ammo fighting there.
A really interesting idea for a map but everything seems really vast in the wrong way. I appreciate the semi-non linear aspects and playing with a coherent theme like this was enjoyable.
hkBattousai should have his/her rating license revoked or at least moderated by admins more closely. You do not rate something a bottom of the barrel 1 star because you as an individual get stuck. You rate the map by the sum of its parts. Absolutely appalling and disgraceful. I do not like to go off topic but I see these ratings everywhere your name pops up.
Very competently constructed, as we'd expect from Vondur, but it doesn't hold together like his best work. I suspect that the map is simply too short (at 82 monsters) to carry off all three elements and make them feel like pervasive rather then just like decoration. Toss in the easiness of the map (on Hard) and it falls short of the high standards Vondur has set in, for example, Adamantine Cruelty.
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Did you read the file's readme?