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Screenshot of flee
Author:Jay Vanover
Title:Flee (a194d3ceb165f730b3a67c05ce88a21c)
Filesize:2889 Kilobytes
Release date:03.01.1998
Additional Links: TEAMShambler
Type:Partial conversion
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✔ • Custom Models/Sounds: ✘

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
Flee.bat1 KB03.01.1998
flee/maps/flee1.bsp2128 KB08.12.1997
flee/maps/flee0.bsp366 KB03.01.1998
flee/maps/flee2.bsp2125 KB03.01.1998
flee/maps/flee3.bsp2158 KB07.12.1997
flee/flee.txt6 KB03.01.1998
flee/progs.dat407 KB17.12.1997


Mini campaign with three small-to-medium Wizard/Metal maps and a start map. The custom progs.dat slightly modifies some monsters and adds more gore.

Tags: medium, episode, wizard, metal, start, monsters, traps, hub

Editor's Rating: Average
User Rating:
2.5/5 with 13 ratings
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Spirit Registered 17 July 2014, 17:06

Many mean traps, weird maps.

MikeTaylor Registered 5 August 2014, 17:13

I gave up on this, which I hardly ever do. Finished the first level, only to be shown in the end-level view that I'd missed a whole area completely. Went back to look for it and couldn't. Started the second level and couldn't figure out how to progress after the church. Realised I wasn't having any fun. Sorry to be so negative, but those are the facts.

Cocerello Registered 16 November 2014, 21:33

Played on skill 2 (found skill 3 door after completing the episode). Missed 1 or 2 secrets.

This is an episode based on a hub like layout, where all three maps share a big central room, but not the skill selection map, which has some not usually seen type of architecture..

Good pack overall. Begins in a bit cramped rooms and corridors and harder than ID maps, than can discourage the player. This changes as the player advances through the episode, with big scaled rooms, like the one in the screenshot, and way easier combats.

Progression is based on pushing button to open doors. Brushwork is around the average, with many rooms based on realism, layout is loop shaped, with many secrets and side areas, combats are varied, with no unfair combats, as far as i can remember. Ammo/health/armour is well placed and in numbers below those in ID maps but adequate, with as usual, a bigger breather as the episode advances, reaching the usual number in ID maps at the third map. Stands out the placement of several non-secret, non-hidden rings of invisivility, and that there is many weapons of each, except the LG, for those that missed them. Secrets are fun to find, well placed and with adequate rewards. The modified monster was interesting.

About the church, the map gives a message about what to do, but isn't easy to see, as it is at the same place as an item.

Overall, i rate it 3+ for the amount of maps, and for the year.

mfx Registered 19 November 2014, 0:29

3 for the year it was released. 2 for what it is.

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