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Author: | Jonas N.P. Lindstrom |
Title: | Temple of Amon-Sadlark |
Download: | sadlark8.zip (2b48f3604a0ce8bc8e4d5fa33030ee60) |
Filesize: | 794 Kilobytes |
Release date: | 16.11.1997 |
Homepage: | |
Additional Links: | Quake Map Hotel • TEAMShambler • Underworldfan's • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
sadlark8.txt | 3 KB | 16.11.1997 |
sadlark8.bsp | 1894 KB | 14.11.1997 |
sadlark8.zip
Temple of Amon-Sadlark
Largish Egyptian-style temple with tombs, a few traps, and so on.Tags: mythic, large, egypt, traps, planetquake-map-of-the-week
Editor's Rating: Excellent
User Rating:
3.7/5 with 24 ratings
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tight spaces, but manageable combat and a couple traps. pretty nice overall.
Played on skill 2. All killed and all found.
Good brushwork for the time, except several parts, that while hard to notice, make the navigation way harder than what it is due to tightness, well used and aligned textures, branching linear layout with longer and less defined or leaded backtracking than in the previous map, lighting that rnages from good to too dim, combats are straightforward with not many closets and more around the corners or teleporters, around Id or lower difficulty, ammo is very tight (ended with 2 rockets and 2 cells) and health and armour quantity is over Id maps, the first insta-death trap doesn't work well but the others are good and the 4 latter secrets are given at once while the first is good, while not that needed there.
It is not as good as 5, 6 and 7, due to the tightness which hinders both the player and way more the enemies, brushwork that sticks out a few units making it harder to see and even frustrating as it cannot be prevented in advance and it cannot be figured, too dim lighting in some parts and the door to the pyramid, after being opened works wrongly and needs cheats to get past, giving 4 secrets at once that aren't even that needed is aother bad part.
On the positive, it is solid map and the parts done well provide a good fun. The texturing is well done and aligned, and the ambient fits it very well.
4-
I really like the egyptian theme, being on par with the theme in thysis. Of course nowhere near thysis in terms of depth, but the emphasis on the dark arcane isn't lacking and the gameplay is capturing. The ammo is just right, however my only complaints would be that the there really isn't much to the pyramid itself and the end is a cakewalk.
I managed to get my time down to 7:49 but i'm sure it could be done quicker as I've spent more time fighting and a little backtracking. https://youtu.be/g-Tk1UGcPus
My current strategy has been to clean the tunnel and the entrance, then grab the invisibility and head straight to the button room on the top right, then down the hall & into the tele room, stand in front of tele & let death knight aggro fiend, tele in and clear the hall, then pull the entire courtyard and make them all fight, hop down and hit the button, mop up the courtyard then enter the tomb.. shoot the spawns through the gap in the entrance, do the run in the tomb then quad my way back to the LG room, do that bit and head back to clean up all the enemies i bypassed when invisible, kill the vore, do the shambler and that's it.
100% skill 3. Solid map, really dig the use of Rogue/Hipnotic textures. Rocking stuff. Too easy by the end with the in your face secrets. Enjoyed my time with it. 3/5.
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