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| Author: | nadzia (narnar) |
| Title: | Finally |
| Download: | finally.zip (ffff073b1e1b87f7543a252b6170ef16) |
| Filesize: | 1707 Kilobytes |
| Release date: | 18.11.2015 |
| Homepage: | |
| Additional Links: | |
| Type: | Single BSP File(s) |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| File | Size | Date |
|---|---|---|
| finally.bsp | 3426 KB | 18.11.2015 |
| finally.lit | 1157 KB | 18.11.2015 |
| finally.txt | 6 KB | 18.11.2015 |
finally.zip - Finally
Editor's Rating: no rating (yet)
User Rating: 2.5/5 with 6 ratings
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Easily install and launch Quake maps with the cross-platform
• PAK:
• PROGS.DAT:
Not finished this one yet, but getting very, very frustrated. Almost all of the difficulty seems to be of the "not enough ammo" variety. When does that get fun? I am now trying to axe the floating scrags beyond the gold good. Hmm.
In the end, I got bored and gave myself 99 shells. From there, completing the level was easy and not particularly satisfying.
This is a shame, because there is some nice design in this level, and enough ideas to suggest that the author is capable of much better. All the problems come down to gameplay balance. I hope Nadzia (or is it Narnar?) goes on the greater things: the potential is certainly there.
Simple 1997 style level with three different vertical sections and very little ammunition. It is possible to kill everything if one uses heavy infighting, finds both secrets, and times the quad damage perfectly, but just barely.
You can save on ammo just by skipping the monsters. I completed the map with only half the monster count and plenty of ammo left, and without even discovering the two secrets.
That in itself is a design oversight though.
An interesting map with no real apparent theme other than Quake goodness. Way too little ammo however.
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Did you read the file's readme?