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Author: | Stephen Parker |
Title: | Maelstrom |
Download: | maelstrm.zip (e2cbc769354f575ae6bac6eb20792f1c) |
Filesize: | 2960 Kilobytes |
Release date: | 19.07.1997 |
Homepage: | |
Additional Links: | Crash's • TEAMShambler • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
Maelstrm/Maelstrm.txt | 3 KB | 19.07.1997 |
Maelstrm/pak0.pak | 7319 KB | 19.07.1997 |
maelstrm.zip
Maelstrom
Mini-episode with four small to medium Wizard-style maps and a start map.Note: In the third map, some teleporters may be malfunctioning in newer engines, leaving player/monsters stuck in the ceiling. Use noclip/fullbright temporarily to be able to proceed in these situations.
Tags: episode
Editor's Rating: Nice
User Rating:
2.8/5 with 13 ratings
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although i enjoyed what this had to offer, it seems unfinished. the end was entirely anticlimactic. but nice for a beginner's mini episode.
Too many glitches spoilt the experience for me
Level design is interesting. Not straight-forward, exploration is needed. There are some problems like monsters stuck in the ceiling which ruin otherwise a good episode. Maybe the author ain't gonna fix these after 19 years. I feel old.
this is an average quake map pack for me that seems incomplete with no final or climatic to this episode. Also the same level is repeated twice in this map pack. Level design was also a bit confusing with no indications of how to progress through the levels. As a result i can only give this custom quake episode a three out of five rating and would say only download if you are interested in early quake custom episodes.
Crashed entering the third map. Second map was completely uninspired, just the same room copy and pasted a bunch of times with different monsters (that you can easily run past). First map is decent-ish, but pretty aimless with lots of uneventful backtracking. Got stuck in one area. I don't know if it's a bug or not but I had to noclip through the wall (part with sleeping shamblers). Another area you have to shoot a wall to break it apart, but there's no crack or anything. Pretty unintuitive. Seems like the author wasn't ready for trying his hand at a multi-map episode yet and should have just focused on making one map that's good.
I haven't played Nehara yet but these new enemies don't inspire a lot of confidence.
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Did you read the file's readme?