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Author: | Sodalimonada176 |
Title: | Yog-Sothoth's Halls |
Download: | sodahalls03.zip (4e8c7e9184d0c900999406e90fe4b244) |
Filesize: | 803 Kilobytes |
Release date: | 13.03.2023 |
Homepage: | |
Additional Links: | |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
Sodahalls.txt | 1 KB | 13.03.2023 |
sodahalls.bsp | 1583 KB | 13.03.2023 |
sodahalls.map | 820 KB | 13.03.2023 |
sodahalls03.zip
Yog-Sothoth's Halls
Small / medium-ish medieval cave / tomb level in a classic id1 style for vanilla Quake. Map source is included."Decided to focus a bit more on details this time with more emphasis on larger areas compared to the claustrophobic hellholes that were my previous maps, also took some feedback from previous maps I made."
Tags: small, medieval, cave, underground, id1, vanilla, source, medium
Editor's Rating: no rating (yet)
User Rating:
3.1/5 with 12 ratings
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Well, nice follow-up to the two previous maps!
Still room for a bit of claustrophobic hellhole (to use the authors own words) but also interesting developments...
Thanks for your efforts; thanks for sharing. I will eagerly await your next experiments...
A fun little level that I feel has moments where it excellently captures the id1 feeling, but held back in a few places, primarily routing.
There are a few forks in the road that you may encounter where one path dead ends in a key door, and I happened to pick the key door path before I got the actual key every single time this choice was presented. It led to a fair amount of backtracking through empty halls. I feel layout/navigation could be improved in this regard.
There were also several rooms that presented the door problem, a blockade of enemies as soon as you open the doors, leaving no choice for me but to fight them at the choke. Staggering the monsters in these rooms would help improve that.
Progression is a bit weird and combat could be better
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Did you read the file's readme?