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Screenshot of pyromid
Author:D. North
Title:The Pyromid (7427883f2678582384e656d1f91b2bb2)
Filesize:479 Kilobytes
Release date:02.01.1997
Additional Links: Crash's
Type:Single BSP File(s)
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✘

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
pyromid.bsp1088 KB02.01.1997
pyromid.txt2 KB02.01.1997

The Pyromid

Small cramped Wizard map.

Tags: small, crampy, wizard

Editor's Rating: Average
User Rating:
2.8/5 with 16 ratings
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Cocerello Registered 15 December 2013, 13:06

If it weren't that cramped it would be a decent map for its time. Can give some fun moments.

Be warned, sometimes it isn't completely obvious where to go.

xDDGx Registered 11 July 2014, 1:15

Not bad. I haven't problems with solution. Yes, it's cramped, but I think this is a feature. The design is well, maybe a little bit cubbish, the gameplay is pretty decent.

Esrael Registered 26 January 2018, 20:53

I think the addition of furniture and stuff like wells really make the castle feel more alive and interesting. The brushwork is kind of botched, with brushes sticking out of surfaces and walls having weird holes. The central room also has doorsteps that are impossible to traverse without jumping, which is a little annoying.

However, the map is fun, which is what matters in the end. The gameplay seems balanced enough even if the map is cramped.

pmk Guest 31 October 2018, 15:09

This map even though is cubish and very cramped is interesting to play through and is built with good brushwork and texture design. Overall a quick quake map that is worth a play through and it gets a three out of five rating from me.

JMP Registered 8 October 2019, 1:55

IMO there are several things that hurt this map's gameplay: -While the architectural is probably realistic for a small real-life fort or castle, it's very cramped by Quake standards. -As Esrael mentioned, the brushwork is sometimes unruly. -The beginning and ending rooms feel tacked on. -There are no secrets, although there's one quasi-secret.

Nonetheless, this is notable for its creative, sophisticated use of space. While progression is linear, most of the rooms are multi-story, with balconies and alcoves hanging above the ground floor, meaning the player often visits and then revisits the same rooms in different contexts. Matthias Worch built some of Beyond Belief's maps in the same way a few months later, but when this came out, it was pretty unique architecturally. I would rate this 3+/4-.

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