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Screenshot of imp1sp1
Author:Biff Debris
Title:The Corral
Download:imp1sp1.zip (587ee64723a17563ba64d18bd07b31f9)
Filesize:572 Kilobytes
Release date:29.01.2001
Homepage:http://biff.quaddicted.com/
Additional Links: Ethereal HellRetroquakeTEAMShamblerTen FourUnderworldfan's
Type:Single BSP File(s)
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✘

Files in the ZIP archive:
File Size Date
imp1sp1.txt2 KB29.01.2001
IMP1SP1.bsp1495 KB28.01.2001

imp1sp1.zip - The Corral

A beautiful base map that shines with graphical perfection. Gameplay is ok (only grunts and enforcers plus a few rotfish) and very straight-forward (no keys).

Tags: base, small, glass, textures

Editor's Rating: Nice
User Rating: 3.7/5 with 10 ratings
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Spirit Registered, rated this a 2 29 June 2014, 11:41

Exemplifying the worst aspects of base maps: Lots of hitscan grunts and samey looking environment. Not for me.

MikeTaylor Registered, rated this a 4 29 June 2014, 21:16

Spirit, I always assumed that, as site administrator, you wrote the overview description. But for this map, that description is very positive while the comment attributed to you is very negative. So what gives?

Cocerello Registered, rated this a 4 4 July 2014, 13:19

MikeTaylor, Spirit isn't the only one that writes the descriptions.

Cocerello Registered, rated this a 4 4 July 2014, 13:29

Apart from the limitations base enemies in Quake have, this is actually a really good base map. You can see it is the first SP map by this author, and that he worked previously on DM maps by looking at the layout, organized around a multi-layered atrium. The brushwork is quite good for its time. Its style isn't particularly amazing and it doesn't change much along the map, but as it is short you don't get bored of it. Texture work and lighting are good, there is no spotlights but it doesn't look bland. The glass bits were a nice addition and are placed for the gameplay more than for the visuals. Secrets are well placed but the contents and when you get them aren't that good. Combat is the issue here, apart from the limitations of the choice of monsters, the second half of the map is very easy, as the player spots the monsters easily and form the front, the variations in the room help mitigate this but it isn't enough. Compared to that, the fist part is fast paced and harder, and way more interesting. Overall, ID maps difficulty.

Overall, considering its time, 4+/5.

Spirit Registered, rated this a 2 4 July 2014, 14:12

Mike, negke probably wrote the majority, nonickname is also editor nowadays who can do it. Some descriptions were written by few other people in the old days. We don't really track who writes them so it is a bit mysterious.

When I comment I am subjective while I tried to be more objective when I wrote descriptions. I hate base maps ;)

MikeTaylor Registered, rated this a 4 4 July 2014, 14:30

You hate base maps ... does that include the first two thirds of czg07?

Spirit Registered, rated this a 2 4 July 2014, 15:32

No, because czg knows how to make good ones. It's bad placement of grunts (hitscan damage) and uncreative design (everything looks the same) that most base maps have.

MikeTaylor Registered, rated this a 4 14 September 2016, 15:42

Well, I finally got around to playing this, and I really enjoyed it. There is something satisfying about hacking your way determinedly through hordes of base enemies; and the hitscan damage that Spirit dislikes so much ensures there's still a good, solid challenge to be met. (I love Cheyenne Mountain Complex for much the same reason.)

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