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Author: | Glenn French |
Title: | Shadow Keep |
Download: | shkeep.zip (8d6366f34b8964a196cd70ae57025115) |
Filesize: | 337 Kilobytes |
Release date: | 18.09.1996 |
Homepage: | |
Additional Links: | |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
SHKEEP.TXT | 2 KB | 18.09.1996 |
SHKEEP.BSP | 755 KB | 18.09.1996 |
shkeep.zip
Shadow Keep
Very small Wizard map with a water area.Tags: tiny, wizard, mandatory secret
Editor's Rating: Poor
User Rating:
2.5/5 with 26 ratings
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If don't use the teleport to get to the LG, keep in mind that the first SK is in a hard to find secret room.
the gameplay was ok.
Pretty nice map, especially, the look. Although, there are some gameplay problems (secret teleport to get to silver key; enemies attacking player just after spawn).
Honestly, what's the deal with the silver key? Otherwise this is a pretty decent map! SHKEEP!! Watch me play it here: Shadow Keep on The Quake Grave
It's decent. It looks decent for 1996, and the gameplay is decent. Decent, decent, decent. Anyway...
The combat is alright, not too hard or easy. It knows to give you certain weapons before certain things (SNG before Shamblers, grenade launcher before zombies). It's kinda annoying that the silver key (which is required to beat the map) is in a secret, you shouldn't put vital items in secrets. Other than that, it's not too bad. Give it a try, you might like it and you might not.
Also, I agree with ArrrCee, "shkeep" is pretty fun to say out loud.
Shkeep shkeep shkeep.
Definitely better than most first maps from 1996, especially in looks. The combat's pretty alright but not challenging at all. It looks rather good, though, I really like the first room. The only thing that keeps me from giving it 3 is the silver key. So you jump into the water in the first room (shown in the picture) and the next door tells you to find the silver key. But it's nowhere to be found in the two rooms available. The silver key is actually in an annoyingly obscure secret that I only found by jumping about like an idiot. The problem, though (apart from the key being in a fricking secret), is that you can't get back up out of the water without noclip... that's just bad design. 2/5
The layout feels a bit cobbled together with some strange pacing and flow, but there was some occasionally intense combat and nice visuals. Overall fairly decent.
It's weird and incoherent but fun to play.
I agree with the Insane Milkman; the silver key sealed the deal with a 2/5 rating on an otherwise solid 3/5 map.
I was reminded of certain Doom 1-2 maps by that one part near the end where you had to walk on a narrow beam, something not too often featured in Quake maps. It was kinda cool, especially, since it didn't overstay its welcome!
strange constructed map where to progress you have to find the silver key in a strange secret area. I honestly didn't care for this map and there are other better maps to play. Would not recommend with a 1 out of 5 rating from me.
"Definitely better than most first maps from 1996" 'because I said so.'
Well anyway it was a thoughtful map but slightly cryptic.
This map was way to easy, jumped thru secret glass, as seen in pic,straight away killed some baddies, wall opening opened, grabbed blue key, run down some stairs, dark corridor, killed a baddie, and in corridor another room opens, with gold key, open goor in corridor that gold key did, and straight to exit, omly needed to kill 17 out of 40 something, didnt need to use sk.
It's somewhat Sandy Petersen-ish.
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