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| Author: | Shaun [Kona] Ross |
| Title: | Ultramarine |
| Download: | marine.zip (c4088c5e146bb9f82a0d70ca1a82caee) |
| Filesize: | 2622 Kilobytes |
| Release date: | 24.10.2002 |
| Homepage: | http://www.electricescape.com/etherealhell/ |
| Additional Links: | erc's Quality • Retroquake • Ten Four • Underworldfan's • |
| Type: | Partial conversion |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| File | Size | Date |
|---|---|---|
| marine/ultramarine.txt | 3 KB | 24.10.2002 |
| marine/pak0.pak | 5679 KB | 16.02.2002 |
marine.zip - Ultramarine
"Ultramarine is a blue gothic/industrial level using modified Quake3 textures. It takes the medieval/castle theme to another height in originality blue panels and light grey concrete brick. A trademark twisting layout that weaves through this large level as you enter and eventually exit the castle in a tough end battle. Custom monsters come included with Axeman, Gremlins, Rocket and Nail Ogres and the tough Baron gang."Tags: base, quake3, monsters, q2
Editor's Rating: Excellent
User Rating: 3.7/5 with 6 ratings
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Easily install and launch Quake maps with the cross-platform
• PAK:
I did enjoy this, but it suffers from one of my pet hates: the walls are sufficiently architectured that I kept getting stuck on them. There's nothing more frustrating than trying to reverse through a door and getting stuck on the frame.
Health was in very short supply. I rather liked that -- adds a kind of challenge that we don't often see.
Yes, pretty challenging, and custom monsters were fun.
On replaying this, I am upping my score from three stars to four. This time around, I found it much more satisfying, and the relentless nature of the combats was somehow enjoyable rather than feeling like a grind.
I don't really understand this. How can I feel so differently about the same level on different plays through? Are the scores I award largely dependent on my mood?
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Did you read the file's readme?