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Author: | Daniel Vogt (MoRbId) |
Title: | Morbidity: 1 |
Download: | morbid_1.zip (01c64f5597895b13e3f7e64c06710af4) |
Filesize: | 594 Kilobytes |
Release date: | 11.08.1997 |
Homepage: | |
Additional Links: | Crash's • Quake Map Hotel • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
Morbid_1.bsp | 1394 KB | 09.08.1997 |
morbid_1.txt | 6 KB | 11.08.1997 |
morbid_1.zip
Morbidity: 1
Medium sized Base/Metal map. Uses some DOOM2 textures and some other custom ones. OK.Tags: base, tech, doom, medium, metal
Editor's Rating: Nice
User Rating:
3.3/5 with 24 ratings
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Some textures taken from Doom Game.
Not with the same quality of Morbidity II, but after all, a good map.
A little bit heavy on the crampy passages with traps, esp when you only have RL ammo.
An original atmospheric mash of themes with very creative mechanisms, and punishing gameplay, this map knows that you wasn't a good boy last year
Played on skill 3. 3 secrets found. Haven't had the guts to kill the sleepy shamblers.
Solid gameplay, mix of textures and themes without much coherence. Decent brushwork for the time. Mainly linear layout with backtracking. Several good fun ideas. Good mainly forgiving ambushes. Difficulty around ID maps or higher. Amount of ammo/health/armour less than ID maps but enough without secrets.. Some traps here and there, mainly revolving around enemy usage. Secrets were well placed and fun to find, but with some outrageously good rewards.
Just played this in DP, not as good as the sequel - a bit too corridor-based - the room with the quad damage and four buttons does nothing after they're pressed.
Overall lower than id quality. The base bits are pretty ugly, with a poorly-thought mix of textures; the metal bits are better with some interesting ideas (I liked the Doom textures for example). Ammo is very unbalanced on skill 2, with no shells or nails to be found in the second half outside of secrets maybe (I found none), and too many tight walkways and corridors for good rocket play. Not terrible but the sequel is much better.
Well... teleporting enemies (or opening new areas behind the player) in a tight area with no room to maneuver is one of the cheapest tricks, combined with the limited supply of ammo becomes annoying as hell.
Very strange map, didn't enjoy it while playing.
And the quad damage before the gold key... Unless you played it before, you'll never guess that you have to approach the key pillar, wait for the four pillars to slooooowly go down, press 4 buttons, wait for the gold key pillar to slooooooooowly go down and then fight a horde. If you pick the quad damage before this "unskippable cutscene" it will be long gone, not that it matter because a RL does the job easilly.
Average quake map that is uneven in quality and level design. This map felt like it should have been a doom map rather than a quake map. Some of the combat scenarios were overly difficult and not very fair. Hopefully the sequel to this map is much better designed
as i would give this map a three out of five rating.
Meh. Not bad in any way but nothing remarkable either, except maybe for those sand-colored variants of metal textures that I don't recall seeing anywhere else and also the way to deal with those 4 shamblers.
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Did you read the file's readme?