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Screenshot of sadlark7
Author:Jonas N.P. Lindstrom
Title:Dig me no grave
Download:sadlark7.zip (6a07269b2f775196b7a396f82d65b6d6)
Filesize:920 Kilobytes
Release date:10.10.1997
Homepage:
Additional Links: SPQ Level HeavenTEAMShambler
Type:Single BSP File(s)
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✘

Files in the ZIP archive:
File Size Date
sadlark7.txt3 KB10.10.1997
sadlark7.bsp2127 KB10.10.1997

sadlark7.zip - Dig me no grave

Medium "non linear (sort of) Sadlark metal style map."

Tags: metal, medium, non linear, traps, planetquake-map-of-the-week

Editor's Rating: Excellent
User Rating: 3.7/5 with 12 ratings
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hkBattousai, rated this a 2 19 May 2012, 10:07
Full of unnecessary and frustrating traps. A game should be more entertaining.
MikeTaylor Registered, rated this a 3 4 December 2013, 15:22

Pleasantly old-school, but uninspiring. A lot of running back and forth between distant areas.

NoNameUser Guest 8 July 2016, 14:51

Pretty entertaining but not as good as sadlark6. It's buggy in certain areas, e.g., projectiles passing through walls and a Fiend that can be killed through the floor, plus some really unnecessary backtracking. Perhaps more importantly, at least two areas can be reached early by taking the wrong path, both of them leaving you stuck with no way out unless noclipping. The use of traps was fine IMO, as they're an important element in Quake that often gets omited, save for the overfamiliar nail traps. Secrets are easy to find.

3/5

Cocerello Registered, rated this a 5 21 October 2017, 12:20

Played on skill 2. All killed and found.

Brushwork is above Id maps with the addition of many details, branching mainly 2D layout with choices on where to go next, good lighting, no sadlark progression here, straightforward combats with plenty of ambushes, around Id maps in difficulty, below Id maps in ammo quantity and well placed, around or higher in quantity of health, and easy to find, well placed and with huge rewards secrets.

Very solid map, with the flaw of demons placed inside of walls making a used several times closet ambush futile. Also even though the scale is perfect for Quake and this map's gameplay, it is possible to get stuck on columns on on some minor places. Didn't find the issues NoNameUser reports about getting stuck or projectiles passing through walls but i didn't search throuroughly either. The traps, while of the insta-death type, almost everyone can be avoided on the first run with a conservative play. The layout isn't leading but rely on messages, so there is some backtracking but its not long but frequent and it has entertainment on the way.

5- for the time, but it needs something that can be remembered to make it to 5.

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