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Author: | Cocerello |
Title: | Work is a Nightmare |
Download: | rj7_cocerello.zip (57237b6dccc7ac1e516ea6dca9a7bc72) |
Filesize: | 3150 Kilobytes |
Release date: | 02.04.2022 |
Homepage: | |
Additional Links: | Func_msgboard thread • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
rj7_coce.bsp | 4963 KB | 30.03.2022 |
rj7_coce.lit | 2207 KB | 30.03.2022 |
rj7_coce.map | 3620 KB | 30.03.2022 |
rj7_cocerello.jpg | 93 KB | 30.03.2022 |
rj7_cocerello.pdf | 124 KB | 30.03.2022 |
rj7_cocerello.zip
Work is a Nightmare
Large turtlemap with some freedom of choice in progression and plenty of short side areas, for vanilla Quake. The map features coop spawn points and has deathmatch support, and even Omicron bots play decently.A late entry to Retro Jam 7 - Koohoo Theme. Map source is included.
Tags: large, koohoo, medieval, office, realism, underwater, heretic, textures, turtlemap, jam, source, nonlinear, dm, limits, handoria, heretic2, exploration, retrojam
Editor's Rating: no rating (yet)
User Rating:
3.4/5 with 31 ratings
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As i found out from demos sent to me, some engines override map settings by default, so i have to warn that it is critical for the gameplay that wateralpha/transparency is not set lower than 0.3.
This is... original!
I have never before seen this texture wad used for a... undersea library... cave... base map... wait, what?
C. has certainly managed to think 'outside the box' here.
Thanks for sharing, and well done!
I had fun figuring this out as I was drowning and simultaneously being devoured by rotfish.
I absolutely did enjoy the novelty of this map and its overall design. I did find the combat a bit lacking in skill 2, but it was well worth the time to play!
Thanks to the author for sharing with us, and I look forward to your next offering.
I enjoyed this, but I got a little lost at one point :D
Has some nice details in places, and some interesting gameplay mechanics.
Thank you!
I hated this one... so naturally, I love it!
Unusual non-linear map. In general I loved it. I loved ideas, concepts. Perhaps some places were a lilbit too shallow, got stuck a cpl of times. Perhaps battles were a bit on bland side. But I loved it for its no-hand-holding - I really appreciate non-linearity (even a bit) in any games. THANKS man. Kudos!
5/5 of course
Fantastic map and ideas. Very fun to play.
Kudos to the author
I was enjoying this map a lot, until I got completely lost in the "cubical complex" for an extended time. Then I enjoyed the map a lot until I got completely lost in the second complex for an extended time.
I am also uncertain as to if certain parts of the map are supposed to be there just to taunt the player - there's more than a few items that I just could not ever manage to actually reach by jumping (and two entrances which seem to be impossible to get into).
Basically, I got lost and turned around a lot in this map, which wasn't the best, and I didn't manage to finish it.
Cool and creative map design but its not intriguing enough to keep playing. its also easy to get lost and not know how to progress not very linear gameplay. otherwise beautiful map and creative map design
Great map but i'm not sure if i was supposed to squeeze through the spaces where there are two exits blocked by boxes. The shambler that spawns when you get the two keys is annoying, but other than that it's top tier with nice quad placement.
A very solid map. It was a little confusing, but I liked the progression. Here my first run:
https://www.youtube.com/watch?v=IujVRcU4Ylk
Thanks for the comments.
@Tonhão thanks for the video. I learned from it things to use on the finished map.
@Anon and aoanla : every time in this map a jump seems doable it is, and with a completely normal jump, no trickjumps required because i am awful at them. That still means that some of the jumps require to look around and think before jumping or that are just hard to pull, but that none are required for progression.
Well, this is fascinating. I found it frustrating in places, but somehow I didn't resent that fact. It's different from any other map i've played, and after 25 years I don't get to say that very often! Why is there an underwater library made up of several separate buildings that you have to swim between? I don't know and I don't care — I'm just glad that there is.
Well, it took me more then an hour and several restarts, to finally finish map on skill 2. 6/11 secrets found - and i was searching for. During my playthrough i got "lost" a couple times. I wonder why there was the gold keycard visible, but not to pickup, until you used the other one, before. Overall this map confused me by it's bare design underwater. Anyway, it was not to hard regarding the battle situations on skill 2.
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Did you read the file's readme?