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Author: | Taskmaster |
Title: | Retinal Tear |
Download: | rettear.zip (977d2922bc77a285d1321f234201fba6) |
Filesize: | 1713 Kilobytes |
Release date: | 25.05.1997 |
Homepage: | |
Additional Links: | Crash's • SPQ Level Heaven • TEAMShambler • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
rettear.txt | 3 KB | 25.05.1997 |
rettear.bsp | 1711 KB | 25.05.1997 |
rettear.zip
Retinal Tear
A very well designed medieval map that could easily be one of the good old Quake maps by id. With better lighting and sexy brushwork this would have gotten the "Excellent" rating.Tags: wizard, teleporters, brown, exploration, medium, dm, qtwid
Editor's Rating: Nice
User Rating:
3.8/5 with 23 ratings
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The entrance to gold key area is hidden in a nasty way.
quite entertaining and well built. easier than expected.
I was torn between giving this a 3 or a 4... ultimately I went with three because this map has a couple big drawbacks:
The architecture is basic. Many of the rooms and hallways look the same: the same brown-brick texture, the same shape and width, etc. There's not much detail.
The combat is far too easy. Most enemies can be picked off one by one, some of them safely from a distance. At only one point in the map does the player face a real challenge.
On the positive side, the secrets are nice (if a bit too easy) and the map is moderately non-linear in a way that adds to its depth without making it confusing.
After having played Atlantis, the sheer competence of Retinal Tear is like cold water in a desert. There is nothing particularly innovative here, but the craftsmanship is solid and the gameplay is fun. Well worth playing.
Around id quality with some decent combat and a nice flowing layout with good room to move. Unfortunately the gameplay basically ends abruptly when you grab the gold key. There are no monsters spawned to lead you back to the door, and if you killed the zombies previously you'll only have a couple of scrags left to gun down in the exit room.
Well built quake map for its time that is better than the level designer's previous map :eye socket". This map is a lot more populated with monsters and the level design is much more improved from the author's previous release. However the architecture could be a lot more detailed and varied. Overall this is a fun quality map to download for quake and i would give it a four out of five rating.
This didn't impress me much when I first played it years ago, but replaying it now, I really enjoy it. The visuals are consistently good, if on the plain side (probably a necessity given the map's large open areas and the limitations of late-90s technology). For the most part it's easier than the typical modern map, but there's one hairy ambush. There are a few side rooms that give the map an element of exploration.
A great map considered how early it was released and still worth playing today.
*considering how early
I'd say this is an all around enjoyable map in the style of E1M2 with a bit of E1M3 sprinkled in there, which is a good thing in my book. I'd feel pretty comfortable placing it in the 'Quake the way Id did" category and rating it around 4/5.
Yah, solid. Good nostalgia pick.
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