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Author: | mfx |
Title: | Intermission / Kleins Bottle |
Download: | mfxsp5.zip (b30bd34157e34b25a123ee1d7ad7c0fd) |
Filesize: | 2879 Kilobytes |
Release date: | 21.04.2014 |
Homepage: | |
Additional Links: | |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
gfx/env/duskebk.tga | 593 KB | 15.07.2004 |
gfx/env/duskedn.tga | 769 KB | 15.07.2004 |
gfx/env/duskeft.tga | 581 KB | 15.07.2004 |
gfx/env/duskelf.tga | 572 KB | 15.07.2004 |
gfx/env/duskert.tga | 672 KB | 15.07.2004 |
gfx/env/duskeup.tga | 460 KB | 15.07.2004 |
maps/mfxsp5.bsp | 3061 KB | 21.04.2014 |
mfxsp5.txt | 3 KB | 21.04.2014 |
mfxsp5.zip
Intermission / Kleins Bottle
A small mixed themed map for Q1, intended as a prelude for mfxsp8.Tags: small, mix-themed, floating, tower, creative
Editor's Rating: no rating (yet)
User Rating:
3.8/5 with 28 ratings
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Short and sweet.
Nice looking, a bit intricate in places. Overall vibe was cool, although a few shamblers are the LG would have made things a bit more hectic.
1st Run Demo: http://www.quaketastic.com/files/demos/mfxsp5ijed.zip
I dig it. Unique look and feel. I haven't really seen Quake like this. Felt HL2ish, ravenholm-ey with a dash of creepy whimsicality, somewhat like the Alice games. Funny how both those games have strong ties to Quake.
Unique and somehow very detailed map. Hard difficulty is a challenge, as stated in the readme. MFXSP8 gets a lot easier, with this map played in advance. I recommend playin it!
I love the Warpspasm-like atmosphere of it. And how well the thin details of the wooden tower work. Nice!
Video with commentary
Awesome short map with a couple of secrets.
Oooh the details are so nice and the gameplay kept me very entertained :)
The view from the start point gives me a hardon.
Groovy map mfx! You make inspiring works, this is good.
Thanks Tom! At least i inspired old Sock;)
Very beautiful indeed, but I found it a bit frustrating to play because it suffers from my second most-hated feature: monsters that spawn in right on top of you. (Top most hated is scenery that you get stuck on while trying to avoid monsters.)
The aesthetics are nice but there are severe technical issues that keep it from being as enjoyable as it could be.
Primarily, monsters become easily stuck on the terrain, making combat rather clumsy and often times far too simple. Moreover, seeing monsters waiting in the distance as three silhouettes against a grey background felt more 'unfinished' than ominous.
After playing this a second time I have to say the combat isn't too special—I would lower my rating to a 4 to account for that if I could—mostly because the way the paths are constructed to be relatively narrow really limit everyone's (player's and monster's) movement. The ambush with the fiends early on is cool, you can get them to leap off the edge which is quite challenging if the other monsters are after you as well. The layout doesn't make the fight with the couple waves of vores that interesting: it became about sniping without any other monsters to force you out of cover, and the terrain doesn't encourage you to anyhow.
The level geometry felt a bit wonky at times but only really got in the way of gameplay in the spiral staircase. Despite that it's a truly beautiful map, though. I love the skybox and overall look (even if the encounter design isn't spot-on), and the strong Alice vibe another commenter mentioned.
fwiw, Hard difficulty felt less hard than the second time around for me. It was mostly a matter of how to deal with those vores.
Well that was harder than I expected.
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Did you read the file's readme?