Or would you like to register?

Author: | Shaun [Kona] Ross |
Title: | Necrobrood |
Download: | necrobrood.zip (c1939b1b07d8e2d35b784102e7a4a363) |
Filesize: | 3804 Kilobytes |
Release date: | 16.02.2002 |
Homepage: | http://www.electricescape.com/etherealhell/ |
Additional Links: | Ethereal Hell • Retroquake • TEAMShambler • Ten Four • Tronyn's Top 10: Runic • Underworldfan's • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
necro/necrobrood.html | 17 KB | 25.12.2001 |
necro/pak0.pak | 8059 KB | 16.02.2002 |
necro/necrobrood.txt | 7 KB | 25.12.2001 |
necrobrood.zip
Necrobrood
"Necrobrood is a three map pack with new monsters, textures and skins. The theme follows on from Permutations of the Rotten with a very dark and morbid metal style using grotty brownish modified ID textures. A traditional Quake style but with a unique hand. A number of much stronger opponents with upgrades and improved AI to the Grunts, Enforcers, Ogres, Hell Knights and Shambler."Tags: metal, monsters, models, episode, chthon, narrative, lava, runic
Editor's Rating: Excellent
User Rating:
4.2/5 with 30 ratings
You can NOT add ratings
if you are not logged in.
You can NOT add ratings
if you are not logged in.
Fr3n: Wow, that is interesting. While I am personally not a fan of the gameplay of the three [Kona] releases I've played so far, I did really like the colour palette in all of them (and they were all obviously well made). Have to give this one a try later.
Played this today and it turned out I had no memory of ever playing it. A very nice release although some of the AI changes resulted in silly jumping or ice-skating monsters. Liked the final fight a lot.
I've played this one a couple of times, and enjoyed it. The greens really are distinctive -- fascinating to read how they came about.
Good quality and nice colours throughout, as I've come to expect from [Kona], based on haunting, flesh and nihilore.
Sadly the gameplay is also what I've come to expect, and I'm afraid I'm not a fan of [Kona]'s style in this regard, as I find it too linear and simplistic. The continuous teleporting in of monsters was a little overdone here, I think.
I did like the start of the first map, though (up to and including the first key grab), and I agree with Spirit that the final fight was nicely done (and I'm not usually a fan of Chton battles).
I also agree, however, that the monsters come across as a bit silly when they're jumping all over the place like demented bunnies from hell.
Hmm. Large, evil bunnies. Now that would be an interesting custom enemy. Anyone?
His abundant and often strange use of greens on monster skins suddenly makes a lot of sense.
Uhhh. MadFox!
On replaying, I feel that this stands up better than most of Kona's releases. The first map in particular has a good feel to it, and the escape vibe is strong. The second and third maps are arguably less memorable, though it was satisfying to kill a Chthon again -- it's been a while since I did that.
Quite a good set of maps indeed. The AI jumping all over the place does look a little silly, but also makes for a welcome increase in difficulty--even small numbers of grunts are now a threat like they've rarely been before. I'm not normally a fan of Chthon fights but this one was particularly well-done. There is ample cover from its fireballs, and near-constant pressure from teleporting monsters without being ridiculous. The consistently detailed architecture, custom sounds, and interesting color palette give all the maps a unique feel.
Post a Comment
Your comment will be parsed with Markdown!Keep the comments on topic and do not post nonsense.
Did you read the file's readme?