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| Author: | Neil Manke |
| Title: | the "SLAUGHTERHOUSE" |
| Download: | slaughtr.zip (cc9bca3fe0c028e517a93f76035478f5) |
| Filesize: | 563 Kilobytes |
| Release date: | 05.05.1997 |
| Homepage: | |
| Additional Links: | Crash's • Quake Terminus • Underworldfan's • |
| Type: | Single BSP File(s) |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| File | Size | Date |
|---|---|---|
| slaughtr.bsp | 1449 KB | 29.04.1997 |
| Slaughtr.txt | 8 KB | 05.05.1997 |
slaughtr.zip - the "SLAUGHTERHOUSE"
If you like Neil Manke's maps then try this one. Set in a slaughterhouse it is kinda interesting.Tags: realistic, realism
Editor's Rating: Average
User Rating: 2.5/5 with 6 ratings
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Easily install and launch Quake maps with the cross-platform
• PAK:
• PROGS.DAT:
Thanks for that link, Gilgamesh. I second the recommendation – that is a nice review.
As for the map: it is very original in terms of both setting and gameplay. The slaughterhouse itself is appropriately bloody and gory, with lots of great little details all over the place, as one would probably expect from a Neil Manke map. Gameplay partly involves using the machinery of the place to kill powerful monsters (a bit like in spd's Cogs of Conflict) and partly finding your way around and through the abattoir in an engaging, exploratory fashion (and it is at least to some extent non-linear: I accidentally stumbled upon at least two very distinct routes at one point). Of course you get to shoot monsters along the way too.
Sometimes the gameplay works better in theory than in practice, though, as it can be hard to get the monsters to stay in the right place for the machinery to work – but perhaps that is supposed to be part of the challenge. Navigating the bloody drainage system can be somewhat frustrating too, as it is often really hard to see where you're going with all the red everywhere. Lastly it is possible to get stuck on certain buttons and you need to use noclip to get free (I am not sure whether this is an engine compatibility issue, though) and there is at least one instance where (as far as I can tell) you cannot get out of a pool of blood, as it is too far below ground level. There is a similar problem in Neil Manke's “Monastry” (although you do not have to enter the pool in slaughtr, though so it is less of an issue here), which may be due to differences in DOS Quake and modern engines, according to a comment by negke on a review of Monastry.
It is a real pity the map is plagued by these little issues, as they do detract from the overall experience. It is still worth a look, in my opinion, and (as far as I know) an underexplored theme in Quake SP.
definitely interesting. i also got stuck on those buttons. in the 'juicing' pool, i had to rocket my way out.
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Did you read the file's readme?