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Author: | Tiddles |
Title: | Fatal Error |
Download: | fatal-error.zip (7fb5217f82fd031865a682723ac73c88) |
Filesize: | 479 Kilobytes |
Release date: | 19.04.2001 |
Homepage: | |
Additional Links: | Ethereal Hell • TEAMShambler • Ten Four • Underworldfan's • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
fatal-error.bsp | 1117 KB | 19.04.2001 |
fatal-error.zip
Fatal Error
Small rusty base map.Tags: small, base, industrial
Editor's Rating: Nice
User Rating:
3.9/5 with 22 ratings
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tough gameplay at the start for me. i suggest going up the ladder (i missed it for the first few tries). it seemed to get easier as i played through. also, there was a vore that was under the lava using the requiem engine. a requiem bug, perhaps?
Nice, small and nonlinear base map with a bit of quake 2 textutes.
Vore falls into lava in qakespasm too.
A fun map to play through, high enemy density but if you pay attention and notice the nailgun it's pretty doable. Very crude visuals in some places, there were some sections where the rock walls, aside from being straight cut, turned into sky texture at a very low height. I feel like some sections could have spent some more time in the oven, in other words.
I'm a bit unsure as to how progression is supposed to flow in this map; unless you dilligently explore the entire map, you could easily miss the GL or NG, as both are near pathways that will lead you to the outdoors area via seperate routes, allowing you to skip ever seeing the weapons or the enemies nearby. I'm sure most players are curious enough for this to not be a problem, but it is an interesting design choice. It does have the benefit of allowing you to approach the combat in that outer area in different ways; either from above or below, with a few alternate pathways into the upper area adding another layer of choice.
I accidentally skipped the silver key section on my first playthrough. Oops.
I guess you could say you had made... a fatal error! ;D <ba-dum-tss>
It's fairly fun if you stick around. There's a great deal of nonlinearity in here, which is cool to see but I don't find it very successful because you can very easily leave the map with only the grenade launcher and very few kills.
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Did you read the file's readme?