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| Author: | Fern (aka Fr3n) |
| Title: | Necromanicide |
| Download: | fr3n1m3.zip (3c28358837a6de939e1183692e397db2) |
| Filesize: | 734 Kilobytes |
| Release date: | 27.02.2006 |
| Homepage: | |
| Additional Links: | |
| Type: | Single BSP File(s) |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| File | Size | Date |
|---|---|---|
| fr3n1m3.bsp | 1681 KB | 27.02.2006 |
| fr3n1m3.txt | 2 KB | 25.02.2006 |
fr3n1m3.zip - Necromanicide
A nicely made egyptian remix of Quake's e1m3 - The Necropolis.Tags: egyptian, medium, remix, e1m3
Editor's Rating: Nice
User Rating: 3.8/5 with 12 ratings
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Easily install and launch Quake maps with the cross-platform
• PAK:
• PROGS.DAT:
This release embodies exactly what I look for in a remix map. Fr3n manages to stay very true to the essence of the original, while giving it several new twists and, of course, a new setting (thanks to new textures etc.). The result is a map that feels intriguingly familiar, without being an exact copy of the original; simultaneously old-school and modern. It's like having a dream that you're playing e1m3.
It's probably my favourite remix thus far, with RickyT23's e4m1rmx from the Remix Map Pack coming a close second. Loving the Egyptian texture set probably helps.
Cool remix. I couldn't find the double shotgun for some reason (on skill 2).
Although I did enjoy this map, I can't say that it was necessarily better than the original. Some issues, such as the lack of a super shotgun, brought many fights down to a tediously slow pace. This was made worse by the fact that it was possible to outrange the first and second shamblers if you're lucky with their pathing, and several other small issues with pathing meant that monsters sometimes failed to present a threat.
That being said, I do think that the implementation of some areas was superior to the original game. Dodging spikes as they flew at me was no longer a "don't stand in the middle" bore, but rather something that required me to pay attention and move to avoid being hit.
Though released 10 years after the original, this map manages to feel less spacious, hence less epic - I'm thinking notably of the gold key room. That said, I agree both with Icant's first paragraph and Pritchard's range/pathing criticism.
Very beautiful, and fun to play, with well-balanced difficulty (though the pair of shamblers in the bridge, right near the start, was a surprise!)
i am just giving this four stars rather than three, but I feel that's generous because of two important flaws. One is that there's almost no sense of connectivity due to the extensive use of teleports and wind-tunnels; and the other is that (like other fr3n maps) this one has points of no return, after which it becomes impossible to go back and pick up ammo, armour, health, whatever. Generally, I believe players should have the choice of how they like to play.
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Did you read the file's readme?