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| Author: | necros |
| Title: | The Altar of Storms |
| Download: | ne_ruins.zip (3b8327def936f283255c8087a5c77d06) |
| Filesize: | 47680 Kilobytes |
| Release date: | 22.06.2011 |
| Homepage: | http://necros.fov120.com |
| Additional Links: | SP Map Corner • |
| Type: | Partial conversion |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| File | Size | Date |
|---|
ne_ruins.zip - The Altar of Storms
Large ancient temple ruins hidden deep beneath a snowy mountain valley. The theme of the map is inspired by the Ayleid ruins from TES4: Oblivion. The map has all new textures, many modified or new monsters from Hexen 2 including a fearsome boss demon, and a custom quad-barrel shotgun.Tags: large, temple, textures, monsters, snow, boss, ayleid, weapons, hexen 2, cold, epic, mustplay, episode, unique
Editor's Rating: Excellent
User Rating: 4.9/5 with 46 ratings
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Easily install and launch Quake maps with the cross-platform
• PAK:
The visuals were amazing, the zombies kicked ass, and the quad shotgun was sweet. Approved.
Because of the save bugs I had to give an otherwise excellent map 2 hearts. :-(
Look forward to the rest!
but from what I've seen in YouTube video this is going to be a MASTERPIECE !
Snowy outdoor setting reminds me of Daikatana 2nd chapter (no pun intended :)..)
This is great stuf'
5/5
What kind of PC (poop computer) is that?
Despite some glitches, this gets a strong 5. Stunningly beautiful environments and architecture (reminds me strongly of Skyrim graphics, but I like this better), and one of the best boss fights I've played in any game.
Wow. Just astounding. How had I not noticed this map set before? This sets new standards with its incredible scale, superb lighting, beautiful textures, brilliant new and modified monsters, nice new weapon, subtle and sometimes not-so-subtle special effects, atmosphere, pacing, staggering attention to detail ... I … just … words fail me.
Absolutely gorgeous and epic in each and every aspect.
Marvelous! I have just started playing Quake and of the 10 or so custom maps I have played, this one takes the prize. The only thing stopping it from getting 10 out of 10 is that the enviroments are not that varied.
you will find very few maps as amazing as this one. The whole sequence of start map, dungeon crawl, and final climax is frankly cinematic. This map also shows how ridiculously adaptable Quake is - it has diversity and potential like no other game.
Everything here is so cleverly done and looks totally amazing! A start map which you return to after completing the main level (for the end boss battle), new enemies like super-fast zombies, huge stone statues or corpse-resurrecting succubi, some new gameplay elements like urns you can smash for health and armor boni (just don't smash the wrong ones or you'll be in for a nasty surprise) and a lot more! The fights against the ice and lava golems are fantastically scripted and visually very rewarding: When the water melts after the ice golem dies or the lava rises in the catacombs after the fire golem falls were some of my many highlights in this release. The final battle is also very impressive and not too difficult if you stay close to those healing pools and don't waste your ammo. A top-notch release totally worth investing 45-60 minutes into! [For FitzQuake Mk V users: You have to use a different command to increase the amount of edicts, it's not "maxedicts" like in the included nesetup.cfg file, but "hostmaxedicts". So you need to put something like hostmaxedicts "8192" into your autoexec.cfg. Additionally, you WILL need the "-heapsize" commandline parameter. I had to go up to -heapsize 524288 to prevent crashes when trying to leave the starting map. And as a last note, my game crashed whenever a succubus tried to resurrect a corpse. The only workaround was to kill those succubi before any other enemy in that area.]
I can't believe someone rated this something else than 5 full points. Just replayed it (yay procrastination) and it is just as awesome as on the first playthrough. So much surprising and impressive "scripting", with the thawing ice, red sky, rising lava etc.
Well, this map is just brilliant. The architecture, the battles and the atmosphere are genius, the use of custom content is nicely placed and the setup for the final battle iwas awesome. Definitely one of the best.
Note: Requiem style automatic attempt to fix missing "impulse 12" fix is incompatible with this map. Give all weapons and try to use impulse 12 through each weapon will lock things up when it hits the super shotgun.
That was so cool! The architecture is breathtaking, the events fantastic, the custom monsters are amongst the best I've seen. Genius use of Hexen 2 assets, plus a lot of original ones.
Probably the best custom level for Quake 1 I've ever played. The feeling of Skyrim was sublime. Monsters were perfect, events too. A masterpiece and a work of art.
Excellent architecture , amazing monsters . What a masterful piece of workmanship . Who couldn't be in awe....
I actually thought I rated this five and should be 5++.
Just played it for first time, was on my backlog. Loved the ending.
Shows just how far you can push Quake into anything you really want if you pour elbow grease into it! Would have loved more maps and that Quad shotgun and running zombies...oh my!
This mod keeps resetting some of my settings. I think it's the sole reason why I bound executing autoexec.cfg to a key years ago.
Otherwise great.
I created an account just to comment on this one. It is BEAUTIFUL. And tough. I died a lot, but I died BEAUTIFULLY. Cannot recommend this one enough!
My only complaint was the constant resetting of my "Always Run" setting (I want it off, but it kept switching on). I just created a macro that would manage the situation for me and bound it to SHIFT and all was well.
It looks like golem's earth pounding attack uses some dirty tricks that rely on client settings. Personally, I don't like this approach. It's intrusive and tends to break things.
Excelent map! Great visuals, really fun enemies (World War Z anyone? :) ). And - once more - great visuals. I was really pleased to see some new textures and new colors - not that I don't like original colors - but it was refreshing. And the ending sequence - really nice. This was first map, on which i didn't search for any secrets. I have to do this map once more on more demanding level of difficulty. But - even on standard difficulty - it was fun to fight those big red ones with 1 HP :) - lucky them i forgot how to turn god mode on! :)
All in all - great map. One o the best maps (in terms of visuals and mechanics) in q1 I have ever played. BRAVO!
Only a 4 for me because basically, it's only the recreation of an ayleid temple from TES: Oblivion. A beautiful recreation, no doubt, but not exactly an original map. I've seen Necros more inspired. Maybe I was spoiled by all the praise this map got but I expected more. Progression is very linear and though the new 28-Days-Later type of zombie is unexpected and refreshing the first time around, it loses its novelty appeal after the 3rd or 4th attack wave. The lava spawns that freeze over time are a nice idea on paper but not that interesting gameplay-wise in an open arena since all you have to do to be safe is take some distance for a few seconds until they become icicles. These guys should be much more interesting in close quarters or a sealed-off arena, though.
Feels like playing Painkiller on the Quake engine. Extremely well made!
One of the most interesting single-level maps ever played. It makes you rethink the way to play a Quake map. Brillant, clever and inspired. I would like to play more maps in this fashion. The final round a bit too deadly for my taste but still great.
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