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Author: | necros |
Title: | Moldy Tower |
Download: | ne_tower.zip (cea62daf8fe27edc9479385238f03482) |
Filesize: | 5780 Kilobytes |
Release date: | 01.07.2009 |
Homepage: | http://necros.quaddicted.com/ |
Additional Links: | The Abandoned Workshop • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() | |
Dependencies: | quoth • |
Files in the ZIP archive
File | Size | Date |
---|---|---|
pak0.pak | 9757 KB | 01.07.2009 |
ne_tower.txt | 6 KB | 01.07.2009 |
ne_tower.zip
Moldy Tower
A medium-sized vertical map. It starts with a moldy green area from which you ascend into a mechanical exploratory part. After surpassing this you are awarded a tense boss fight. Lots of novel atmospheric effects thanks to the use of Quoth.Note: This map requires an engine port with inreased limits.
Tags: quoth, cogs, ladders, vertical, epic end battle, medium
Editor's Rating: Excellent
User Rating:
4.5/5 with 46 ratings
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One of my new favourite maps.
gj necros.
Sorry about that (even though it most probably is the engine coder's fault)!
I tried it today downloading it manually and it did the same thing. This time I was able to force the process to end in the task manager but it was pretty well frozen in the loop.
What a great piece of work!
Great map, though I'm really not a fan of the final encounter. I loved the atmosphere of this thing, really lovely.
A fantastic map, which to me captures the spirit of negke's awe-inspiring but fiendishly difficult Skinny Norris. It deviates somewhat from that map's conceptual purity, but in doing so, Moldy Tower actually manages to be a lot more fun to play. It is never frustrating and constantly entertaining, with first-rate enemy selection and placement and beautiful details at every turn, such as the mechanical machinery mentioned by other comments above.
The ladders can be a little aggravating in this cramped space, though: you have to get on at just the right angle, otherwise you get stuck and have to get back down and try again (often more than once).
The final scene is a real treat, but the final battle itself was a little bizarre. Even though I finished it fairly easily, I had and still have no idea just what the hell was going on. Are the monsters supposed to be so … suicidal? It makes for a deceptive kill count, as a result of which the map felt a tad short. I also felt that there was slightly too little detail given the size of this final area (especially given the meticulous attention to detail up to that point).
These are all very, very minor quibbles, though. Overall, this is easily one of the best maps I have played to date.
Very good vertical map. The end boss is VERY tough!
This map has really good vertical progression and a highly interconnected layout, but the new sounds and effects from Quoth take it to the next level. Make sure you have plenty of cells saved up for the final fight.
Lots of tension building atmosphere in this one. Loved the brief bit of no monsters while exploring the upper levels of the tower. The finale comes up to abruptly and I had no idea what was going on so I just followed the center print verbatim!
Great map!
A bizarre mechanical curiosity. Why does this strange tower even exist? What is its purpose? All but the strongest minds will surely go mad trying to answer these questions. As of Dec 2016, still one of the most original and atmospheric Quake maps ever.
A lot of deaths after my departure, and it feels like there's a lot left to explore when you reach the top of the tower. Great release with some unique twists, congratulations!
I wonder why no modder seems to have thought of using the swim up and down commands for climbing up and down ladders. It would allow you to freely look around without affecing your climbing.
Replayed this today. Still fantastic! Not a big fan of boss battles in Quake maps, this one was OK but whatever... the rest of the map is choice though. Such a great sense of climbing around, up, and through a weird clockwork dungeon. The impact of the neat sound design work here can't be overstated.
Off to dig up more necros maps now!
Playing this map for the 2nd time. And it's one of my all time favourites. One of the most atmospheric, moody, frightening, immersive and engaging maps existing for Quake. Soundwork is plain gorgeous. All that machinery with cogs & wheels & hatches literally working is jaw dropping. Intricately interconnected layout is damn intricate like nothing else. And those damn horror portions! Truly horrifying. Horror done classically but very nicely. 1000 & 1 points out of 5. Top of the top. Must-play
An amazing and atmospheric level, but is over too soon and the ending is very abrupt. I thought the map was only halfway done but it turns out the kill count misleads you and automatically kills the remaining enemies as you leave.
I also had a weird issue where a couple of sounds wouldn't load for one section, but that's hardly a deal breaker.
All in all, I really liked it and thought the little touches like seeing lift and door mechanisms working through the grates was neat. I wish more maps did that.
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