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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: ![]() ![]() ![]() ![]() |
Download | Skill | Length | Player | Protocol | Date |
---|---|---|---|---|---|
eels | Nightmare | 0h07m44s | ArcaneFiend | 666 | 2019-11-19 |
Full completion of the map. |
Files in the ZIP archive
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 44 ratings
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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.
I enjoyed this map, even if I have to agree with some of the former commenters; it's not Vondurs best map. That said, it offerst some interesting design and pretty good gameplay.
I really enjoyed this map, the first two sections (water and air) are nicely constructed; the only downside is the final section (lava) as it becomes too much "sniping hapless enemies." I am not a big fan of marathon levels, so I enjoyed the size and the theme.
About the final section; the knights cannot reach you, the ogres cannot aim, and (at least on Nightmare) the Shamblers are easy to beat as they always try to shoot you even if you can easily cover or walk back. So the only real challenge there are the final Shalrats.
I finally registered for this site, after reading the crappy rating that someone irrationally gave this nicely done old-school map from a veteran mapper.
Nicely laid out and textured, not confusing in any way. I found the GL in the first minute, but never did find the RL (however, I suck at secrets). This map doesn't break any new grounds and it shouldn't have to. It's an enjoyable, classic map.
Its a good map, old school, can be tough in places on skill 3, but enjoyed playing it, i thought i was playing a hidden level in quake, thats how good it is.
So far the most fun I had playing Quake. Tried to fnish it without saving on Skill 2. Took me three runs. There were a few really hard situations. Unfortunately i just found one secret. Thank you so much. Awesome map.
I had good memories of this level but now it feels like a level than a series of arenas or gaunlets tied together by a gimmick. I suppose that's a bit unfair--up until the last area it's clean architecture and some tough, fun fights, though each area is pretty short--but unfortunately the last area is the weakest of the four, in my opinion. The layout makes hanging back to snipe too easy, and the first room--with the platforms over lava--makes any other strategy all but impossible, which I don't find any fun at all.
There are some cool ideas and I give it credit for being pretty tough at times, but that last area just didn't work for me. 3/5
"the first room--with the platforms over lava--makes any other strategy all but impossible"
I should say it discourages any other strategy, not makes one 'all but impossible.' But still.
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