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Author: | Bonn |
Title: | The Putrid Pumps |
Download: | putrid.zip (813c48683928e1e36a993689e64e7343) |
Filesize: | 6820 Kilobytes |
Release date: | 02.08.2021 |
Homepage: | |
Additional Links: | Updated version • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
putrid.bsp | 13017 KB | 02.08.2021 |
putrid.lit | 4017 KB | 02.08.2021 |
putrid.map | 7384 KB | 02.08.2021 |
putrid.pts | 139 KB | 12.06.2021 |
putrid.txt.txt | 1 KB | 02.08.2021 |
putrid.zip
The Putrid Pumps
Large metal/runic industrial slime temple. The map source is included.Note: This map requires a source port with increased limits + BSP2 support.
An updated (fullvis) version is available here.
Tags: large, metal, runic, slime, industrial, pipes, source, unvised, limits, bsp2
Editor's Rating: no rating (yet)
User Rating:
4.4/5 with 38 ratings
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The concept, architecture and gameplay are definitely there, but the lighting can improve A LOT, it's simply too dark. I had a lot of fun playing it except when I couldn't see the way ahead or see where the monsters were. If this is the first map by the author it's kinda understandable, I just hope it wasn't intentional.
I think that death knight out of darkness on the staircase was very intentional and worked very well. By the way I love the architecture, especially the slimy second part.
I liked this map a lot. It is just a bit too easy on hard difficulty. Tons of excess ammo. Map looks very clean and darkness wasn't a big problem.
Played both of Bonn's maps today and I think he already has a pretty good grasp of what makes Quake maps 'click'. This one's more on the atmospheric side and features a good sense of place. Hope to see more from him!
This was a fun romp to be sure! The brushwork and texturing was first-rate and the game flow smooth and logical.
I did feel like there was too much ammo, health, and armor lying around. It is fun to just walk into a room and hose everyone down with the SNG, but it tends to make me sloppy.
Thanks to the author for sharing, and I'm looking forward to your next map!
An enjoyable vanilla blast. Episode 3 visual style with Episode 4 gameplay. I always like it when I'm given a choice of paths, although I think the concept can be taken further, and the following bridge section kind of dampened any "reward" as it was a bit confusing (I ended up going the wrong way after teleporting out of the slime, because there weren't any strong visual queues to distinguish which way I was facing). There was also an odd moment near the end, where I travelled up a platform and had to jump down in to an area with a health pack and a runic button to escape the area -- but had I simply not jumped in to this area I would have been able to proceed to the exit unhindered, so it seemed a little pointless. Maybe I broke a trigger somewhere along the way that would have made this route necessary?
I like the darkness of the level, although I can see why some don't like it. The dark stairwell with the deathknight basically requires the player to stumble around in the blind hope that there's something to find, which would have been frustrating if you didn't find the route on your first try and then spent ages looking around previous areas for something you've missed. A little minlight can also pick out nice environmental details.
Text_fish speaks the truth. Very nice architecture and gameplay, runic pillar can be ignored with no effect on gameplay whatsoever. Malevolent atmo all over. Good.
Well, I am weirdly stuck. I have traversed the twisty multi-level walkway to what I assume is pretty much the end, having killed 89 of 90 monsters. But now I reach a dead end, with a gate of tall spikes that I can't pass, and with no obvious way to open it. What am I missing?
Oh, I see, it's the rune pillar in the side-room just before the start of the walkway. OK.
Enjoyable, but a bit straightforward and lacking much sense of place.
Quake is all about architecture. This map gets it right.
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