Username: Password: Remember Me
Or would you like to register?
Screenshot of martim6
Author:Tim van Hal & Marco van Schriek
Title:Lucifer's Path
Download:martim6.zip (5434ca835895f315f269c8a3a859c2b4)
Filesize:896 Kilobytes
Release date:13.04.1997
Homepage:
Additional Links: Crash'serc's QualityUnderworldfan's
Type:Single BSP File(s)
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✘

Files in the ZIP archive:
File Size Date
MARTIM6.TXT3 KB13.04.1997
MARTIM6.BSP1979 KB10.04.1997

martim6.zip - Lucifer's Path

Large Wizard map. Could use more detail, otherwise OK.

Tags: large, wizard

Editor's Rating: Average
User Rating: 3.2/5 with 10 ratings
You can NOT add ratings if you are not logged in.
12345
Spirit 7 November 2008, 16:40
1997 charm, heh. One of the better "bad" maps. It would actually be quite nice if it was a bit more appealing to look at.
Ron, rated this a 3 20 April 2009, 12:41
One of the first custom maps I've played back when I was young(er...)
Really cool gameplay. And you should have seen the other levels around at that time, most of them were piss poor.
Cocerello Registered, rated this a 4 13 December 2013, 14:05

One of the best maps of the year. Quite long, good gameplay, good lighting, brushwork and layout for its time, and no big flaws or bugs, maybe the wide variety of monsters (medieval with base ones) could be considered bad.

MikeTaylor Registered, rated this a 3 13 December 2013, 15:16

In the second mission, there's a walkway over a water-filled room, and when you walk across it, nail-traps shoot you. They shoot too fast for you to slip past between consecutive nails, and they feel like the kind of trap that there's usually a way to disable. But I can't find a way to disable it. Anyone?

In the same room, if I fall into the water, I can't find a way to get out without cheating. Anyone know how it's done? Or is this just a bug?

Also in the same room, and also in the water: If you surface underneath each of the four platforms, you hit four invisible buttons -- you can tell because it couldn't down, "three more to go", etc. But on completing the sequence, I can't see what's changed. Anyone?

MikeTaylor Registered, rated this a 3 13 December 2013, 15:28

That aside, this is rather jolly -- undemanding fun very reminiscent of the feel of ID's original levels. It's a shame that after you get the rocket launcher, there's not much to do with it, though.

Because of the blockiness and arbitrary progression, I can't really give this more than 3/5, but it's a fun 3/5.

MikeTaylor Registered, rated this a 3 25 June 2015, 11:11

I got out of the water by rocket-jumping. The bottom of the pool is too deep to use for this, but you can angle off a wall if you shoot downwards-and-sideways while swimming next to one of the just-slightly-too-high platforms.

I never did find a way to disable the nail-trap, though.

Icantthinkofanickname Registered 28 September 2016, 20:38

In response to MikeTaylor first comment above:

In the water-filled room, jumping on each of the platforms in sequence causes the button that you then reach to be freed (the block that prevents you from pressing it is raised). Judging by your comment, one can apparently activate the triggers from underneath as well, but jumping on each platform in turn is clearly the intended method. You then see the block being raised as you reach the last platform.

As for not being able to get out of the water without resorting to rocket-fueled tricks, my guess is that it's the same issue as in Neil Manke's Monastry, i.e. that the map was created for and tested with DOSQuake, where the player is launched further out of water.

MikeTaylor Registered, rated this a 3 29 September 2016, 14:55

Thanks, Icant, that makes more sense.

Post a Comment

Your comment will be parsed with Markdown!
Keep the comments on topic and do not post nonsense.
Did you read the file's readme?

Name
Quake was released in