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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
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, hub, traps

Editor's Rating: Average
User Rating:
3.5/5 with 13 ratings
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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 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 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 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 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 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 29 September 2016, 14:55

Thanks, Icant, that makes more sense.

JMP Registered 26 December 2018, 1:41

I'll echo the previous comments... the map is crude but nonetheless quite fun. It has a hub-and-spoke layout, but the spokes have to be played in a certain order, so progression is totally linear. The textures are plain but not ugly.

pmk Guest 25 January 2019, 2:34

Decent quake map for its time that is rather lengthy in game play and has interesting map progression such as having to pass missions within the map in order to advance. I thought that was a very unique feature that makes the map stand out from other quake maps in 1997. However the map is quite plain and could have used more variety in texture and artwork. Overall i would give this map a three out of five rating and would recommend downloading and playing this custom map.

Esrael Registered 17 February 2019, 18:14

The map has a really interesting feel to it. It doesn't really feel like a place, but more like a set of obstacle courses; albeit very finely crafted obstacle courses for its time. The map feels brown and drab for a lot of the time, but there is some pretty intricate detailing at times and the authors play with shadows really nicely.

Gameplay is pretty good with a few pretty unique ideas thrown in the mix. There's a little bit of backtracking every now and then, though, but not too bad.

Overall, I think I might just rate this 3,5/5, which rounds up to 4/5.

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