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Author: | Iikka "Fingers" Keränen |
Title: | Homecoming |
Download: | ikspq4.zip (f530160e97b7c6238b975e423db1f111) |
Filesize: | 521 Kilobytes |
Release date: | 24.06.1997 |
Homepage: | http://ikq.planetquake.gamespy.com |
Additional Links: | Crash's • erc's Quality • Retroquake • SPQ Level Heaven • TEAMShambler • Ten Four • Underworldfan's • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() | |
Dependencies: | ikstart • ikspq1 • ikspq2 • ikspq3 • ikspq5 • |
Files in the ZIP archive
File | Size | Date |
---|---|---|
IKSPQ4.TXT | 7 KB | 24.06.1997 |
IKSPQ4.BSP | 1325 KB | 24.06.1997 |
ikspq4.zip
Homecoming
Fourth map of the IKSPQ series: a medium sized blue temple with an outside bit.Tags: blue, temple, mustplay, ikblue, series, planetquake-map-of-the-week
Editor's Rating: Excellent
User Rating:
4.3/5 with 38 ratings
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Hint: As soon as you get the grenade launcher, don't go further to get the golden key, return to the bars that are opened with golden key, throw a grenade as deep as possible. Shamblers and scrags gather behind the bar. Kill them easily.
5/5
My favourite of the interconnected IKSPQ series (the first four). It looks great visually, the architecture is great and holy gibs is it fun. It's rather difficult, expect to see quite a few shamblers. Ammo is distributed perfectly, never too much and never too little, and the battles are ridiculously fun. Most certainly a must play.
For me, this is the highlight of the ikspq series. The visuals are as beautiful as ever, but this time the gameplay matches it. Lots of very hard monsters, including an absolute swarm of scrags and fiends from the start, but plenty of ammo to deal with them. Then a nice winding pathway through a setting that, while largely symmetrical, avoids the repetition that symmetry often causes.
The wide open arena of the last big combat, shown in the screenshot, is great fun -- especially as you've just obtained the rocket launcher as you arrive. I'd like to see more end-level combats like this -- plenty of space to manoeuvre and plan, rather than the more cramped everything-up-to-eleven arena combats that make the ending such a punishment after the excellence of, say, the otherwise awesome Adamantine Cruelty.
... because sometimes I think level designers can get so caught up in plot and setting that they forget rocket launchers are meant to be fun! (I remember finding the secret RL on the very first level of Doom II -- what a great moment the first time I shot a grunt with it, and saw the gibs flying everywhere!)
Not much to add to the choir except that once again, "secrets" are far too obvious and easy. Pretty much agree with everyone that this is the masterpiece of the series.
Enjoyable as everyone else stated. I found myself fighting too many redundant spawns of Death Knights and Fiends. The use of interconnection and theme help make the stand out from others during this time period and the finale is pleasing as well!
Linux users: the .BSP extension needs to be lowercase (at least for QuakeSpasm 0.93.1).
The screenshotted portion with the knights and the round body of water is actually one of the most magical moments in video games.
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Did you read the file's readme?