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Screenshot of ikspq4
Author:Iikka "Fingers" Keränen
Title:Homecoming (f530160e97b7c6238b975e423db1f111)
Filesize:521 Kilobytes
Release date:24.06.1997
Additional Links: Crash'serc's QualityRetroquakeSPQ Level HeavenTEAMShamblerTen FourUnderworldfan's
Type:Single BSP File(s)
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✘

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
IKSPQ4.TXT7 KB24.06.1997
IKSPQ4.BSP1325 KB24.06.1997


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 28 ratings
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hkBattousai, rated this a 5 26 June 2012, 11:56
Thank you for letting us do massacre with rocket launcher at the end!

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.

JellyGal Registered, rated this a 5 10 December 2014, 1:46

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.

MikeTaylor Registered, rated this a 4 16 December 2014, 11:41

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.

MikeTaylor Registered, rated this a 4 16 December 2014, 11:42

... 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!)

bfg666 Registered, rated this a 4 18 October 2016, 21:07

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.

Bloughsburgh Registered, rated this a 3 19 October 2016, 11:43

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!

Gioyo3aa Registered, rated this a 3 8 November 2020, 14:29

Linux users: the .BSP extension needs to be lowercase (at least for QuakeSpasm 0.93.1).

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