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Screenshot of kyshell
Author:Kayos
Title:HellSpawn
Download:kyshell.zip (0b9394a6a6f6f35dd52e2e521a2823f9)
Filesize:739 Kilobytes
Release date:25.01.1997
Homepage:
Additional Links: Crash's
Type:Single BSP File(s)
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✘

Files in the ZIP archive:
File Size Date
KYSHELL.TXT5 KB25.01.1997
KYSHELL.BSP1701 KB25.01.1997

kyshell.zip - HellSpawn

Medium sized map with mixed texture styles, extremely hard and unfair gameplay.

Tags: medium, mixtex, traps

Editor's Rating: Average
User Rating: 2.8/5 with 9 ratings
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Cocerello Registered, rated this a 3 22 March 2016, 18:53

All enemies killed. Played on skill 3 and 1.

This is a small sized level, OK lighting for the time except for some dark parts, with lower than ID maps quality in brushwork but not too much, tree shaped layout that depends on keys to open path and gives plenty of room to go and explore each branch. Gameplay is straightforward with usually no breathers, with some unfair shambler teleports or ambushes (one with way more than enough firepower to take it down) and a demon in an unfair placement, in general placement of enemies is a bit repetitive but the variety in rooms and lenght of the map make it so it isn't boring, overall the difficulty is a bit over ID's EP4 skill 2. Placement of items is good, quantity of armour and health is a bit less than ID maps and due to the amount of ammo, if the player intends to kill all the enemies, he needs to rely on monster infighting, that due to the amount of enemies at once in many combats, isn't hard to achieve. The traps are OK and need to be played cautiously to survive them.

Given the description i expected to die several times but it was disappointing in that regard. It is hard, there are some unfair ambushes, but it isn't even close to outrageous, so i never were at low health and only died at one of the traps because i rushed. I recommend to play cautiously and save the nails for shamblers and the explosives for groups and all will go way easier. In particular, i liked the fight, brushwork and ambient after the SK door and the freedom to explore the paths for quite a long way.

For the time, i give a 3/3+.

Esrael Registered, rated this a 3 9 June 2018, 16:09

This map surprised me in a very positive way. I expected super cheap gameplay, but I played in a similar style as Cocerello: nightmare difficulty, cautiously, sparing ammo and using monster infighting. I died once in a trap, because I was just a little bit too slow. Otherwise, slow and steady seems to win the race here.

The level has the 90s map charm to it with its mixed (and occasionally misaligned) textures and brushwork that goes off the "correct" scale. In this case the weird scale was apparent in this one large corridor with extremely steep staircases with tiny steps.

The architecture is nice for its time, and in addition to the SK room, another highlight would be the GK room, in my opinion.

I'd really like to rate this map 4/5. With a cautious playstyle it's fun and interesting to explore. However, the lack of polish shows just a little bit too much, which is why 3/5 it is.

JMP Registered, rated this a 3 22 October 2018, 2:48

Like the previous commenters, I found this surprisingly enjoyable. A few parts of the map were obviously influenced by e1m6, but the overall design is different: the layout is less compact and efficient, and it has a mix of metal and wizard textures instead of being a pure metal map. I agree with Esrael about the hallways and steps being crazily out of scale.

Parts of this are crude, and it's definitely a product of its time (early '97), but nonetheless it's pretty fun.

pmk Guest 7 December 2018, 2:28

Decent quake map from 1997, had trouble getting through the level after getting the gold key as the map displayed there were two gold keys? I had to noclip to get out of the area. The rest of the map was pretty well done with nice texture work and use of shadows to provide a dark mood to the map. I would give this quake map a three out of five rating and say it is worth a quick play through.

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