Username: Password: Remember Me
Or would you like to register?
Screenshot of hc3
Author:Nicolas "hexcalk" Maeder
Title:SurveylLance ZtateMent
Download:hc3.zip (1c7b3e07bd37943790fbc99a4d0da923)
Filesize:1377 Kilobytes
Release date:25.02.2017
Homepage:
Additional Links: "Yellow" version
Type:Single BSP File(s)
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✘



Walkthrough demos:
DownloadSkillLengthPlayerProtocolDate
hc3Hard0h04m16sEsrael6662017-06-24
Hard difficulty, 100 %, rather careless run
hc3Hard0h04m42qekko6662017-09-26
very careless run

Files in the ZIP archive:
File Size Date
gpl-2.0.txt18 KB02.01.2017
hc3.bsp3496 KB25.02.2017
hc3.map1043 KB25.02.2017
hc3.txt3 KB25.02.2017

hc3.zip - SurveylLance ZtateMent

Small tp-industrial-textured base map. The map source is included.

Tags: small, base, tp-industrial, source

Editor's Rating: Average
User Rating: 2.5/5 with 10 ratings
You can NOT add ratings if you are not logged in.
12345
MikeTaylor Registered, rated this a 2 7 June 2017, 23:58

Enjoyable enough, but very primitive -- looks and feels like a 1997 map, not a 2017 one. Progression is arbitrary, combats are poorly balanced. Sorry, Hexcalc!

Esrael Registered, rated this a 2 24 June 2017, 19:46

In terms of layout the map feels a lot like Hexcalk's first map (Peripheral Fundament), actually. I think your own description at Func_msgboard of it being "a marvel of interesting artworks" is quite fitting. It feels like a random collection of rooms with experimental architecture, which, while fascinating to behold, make it feel quite chaotic.

Your item placement has improved, with ammo, armor and health being less abundant, so that's nice. Enemy placement is quite similar to earlier maps, with lots of emphasis on numbers. I think the formula could use a bit more variation. A map can still be challenging even with less monsters, with right enemies placed at the right places. For example, even a single fiend can be devastating in a narrow corridor, especially if the door behind you is suddenly shut in an ambush.

It would also be nice, if the monster placement would make sense "lore" wise. For example, finding zombies in a nice row in the middle of the large hall was quite an illogical place to be finding them. If they were found in a morgue or ambushing from beneath the slime, the placement would make more sense.

Nevertheless, as MikeTaylor said, it was still enjoyable enough, blowing up large groups of enemies into chunky gibs is quite fun. If only it wasn't mostly just that.

Post a Comment

Your comment will be parsed with Markdown!
Keep the comments on topic and do not post nonsense.
Did you read the file's readme?

Name
Quake was released in