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Author: | Martin Hryniewieck |
Title: | The Place Of Belonging |
Download: | placebo.zip (8b7f7a23c1995f0e432570ee768cffa3) |
Filesize: | 672 Kilobytes |
Release date: | 20.11.1996 |
Homepage: | |
Additional Links: | Crash's • SPQ Level Heaven • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
placebo.bsp | 1475 KB | 20.11.1996 |
placebo.txt | 4 KB | 20.11.1996 |
custmap.txt | 3 KB | 20.11.1996 |
placebo.zip
The Place Of Belonging
Small Wizard map in hub form with a few traps.Tags: small, wizard, traps, water
Editor's Rating: Average
User Rating:
3.2/5 with 18 ratings
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great!!!
Another map with traps, like housp, but much tougher. And it's really reminds me Half-Quake...
Completed on all skill levels. All monsters killed, all secrets found.
It's a good map in placing the traps, they can be avoided the first time, but need you to be very cautious sometimes and save, in the well named Corridor of Death.
The layout is good but the cramped places make it less good. Brushwork is average to nice by 1996 standards. Combat is varied, with nothing unfair out there. Amount of ammo/armour/health is way over what is needed. All the weapons besides the SG and SSG are in secrets, which are well placed and fun to find.
Hard/nightmare skill is another map. As the mapper says, easy/normal is for pussies compared with hard skill. There is more traps, and there isn't enough shells to kill all the monsters, so you rely on speedrunning and axing, or finding the secrets for the weapons. Some parts are very hard if you don't find the GL, but can be passed with effort and several tries. You need to be good at trick jumping to get one of the jumps done.
By the way, it seems that easy is broken after the SK door, in an ambush where you can't get out of it only on easy, finding an alternate way before that solves the issue.
This map looks great and has a strong first impression, but then sorta devolves in to a series of traps that feel designed to be more tedious than challenging, including a jump that I'm fairly sure is impossible without rocket jumping, so I hope you found the rocket launcher! Also the hub room that connects the various pathways and is meant to be traversed several times has a hole in the center. It doesn't kill, but I kept forgetting about it and falling in and it just ramped up my frustration. Aside from that there are a few decent battles and secrets, but due to the various blunderous design decisions I mentioned, I just can't give this map a very solid rating.
Agree with Noxat's comment. This has a unique concept, and it was ahead of its time in many ways, but the traps and cramped architecture really frustrated me.
The jump is possible without rocket jumping, you just need very good timing.
Very good, even for now! So old, and yet so good!
Tight, cramped, full of unpleasant traps... And it just has the right vibe! Another 'Golden Oldie'!
[This comment had to be restored. See this thread for context. This means that there might be problems with its formatting or content missing. The information if the user posted while being logged in was not restored. -Spirit]
Some traps are rather irritating. Sorry, this is not for me. Delete.
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Did you read the file's readme?