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Author: | RickyT23 |
Title: | The Hand That Feeds You |
Download: | thehand.zip (86872f01a6a910036440f7bebfc4b927) |
Filesize: | 5524 Kilobytes |
Release date: | 16.12.2007 |
Homepage: | |
Additional Links: | erc's Excellence • Underworldfan's • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() | |
Dependencies: | quoth • |
Files in the ZIP archive
File | Size | Date |
---|---|---|
thehand.txt | 6 KB | 16.12.2007 |
maps/thehand.bsp | 7162 KB | 16.12.2007 |
maps/thehand.lit | 2829 KB | 16.12.2007 |
gfx/env/tramontolf.tga | 686 KB | 13.02.2003 |
gfx/env/tramontoup.tga | 635 KB | 13.02.2003 |
gfx/env/tramontoft.tga | 695 KB | 12.02.2003 |
gfx/env/tramontodn.tga | 765 KB | 13.02.2003 |
gfx/env/tramontobk.tga | 626 KB | 13.02.2003 |
gfx/env/tramontort.tga | 705 KB | 13.02.2003 |
thehand.zip
The Hand That Feeds You
Large, interconnected base in the mountains with a lava cave beneath. It comes with a custom skybox.Note: This map requires Quoth and a source port with increased limits.
Tags: quoth, base, huge, idbase
Editor's Rating: Excellent
User Rating:
4.7/5 with 64 ratings
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5/5
Use of colored lighting was spot on perfect. Architecture, GREAT. Felt more like an episode unto itself. I literally forgot I was only playing ONE level.
I was enjoying the gameplay as well but for some reason two thirds of the way through saving kept causing a segmentation fault thus crashing the game :( Had to finish in Godmode, grrr. Simply put, this level is a quake masterpiece.
7/5 most definitely ;)
I love this one, and it has great replayability. I must have been through it half a dozen times at least. Beautiful atmosphere (of which the coloured lighting is only a part), a more-or-less credible base layout, and hard-but-fair monster placement make it a winner in every category.
Oh, this stands up so well to repeatedly plays. I highly recommend it to anyone who's not already had the The Hand that Feed You experience.
Incredibly large, challenging map that is a Quake masterpiece.
This man knows how to use color lighting efficiently, very stunning atmosphere depicted here. Although skill 2 is expected to be difficult I think teleporting vores behind the player in an open no-cover hallway is cheap. It certainly taught me how to panic though! Still the flow and brooding vibes kept me going. Ricky's maps are probably the most interesting base maps I have played.
The few enemy warps right behind the player suck, but sometimes make for interesting combat. I wouldn't call the map huge so much as it is long: plenty of creative area reuse, vores everywhere to keep you running, great use of Quoth baddies (even the gaunts!) and surprises like the cave section. It's hard and a bit rough, but I love the map's variety, lighting, difficulty, and good pace. And it helps that the secrets make a lot of sense, except for the Pentagram spot.
Plasma gun shines in this one, as you get it early and can snipe polyps from afar. I like having this option rather than relying on quad nails or lightning to make room in a fight.
This might be the best base map I've ever played. Excellent use of Quoth.
Phenomenal map. Great use of Quoth. Arguably the best out of his Quoth-Base trilogy (along with Slave to a Machine & Stark Monstrosity), but that's probably because I love the environment variety. They're all really good!
This map had some good flow; it felt kind of professional, to an extent, even if the details were not necessarily all there, in various aspects of design - but it felt good to play it. It was enjoyable. The theme, was part bio-punk, part 'Half-Life' style science-fiction, revolving around mutant hazard and biological threat extermination. I liked the ambience, particularly in the underground section, with proper lighting work around the severe biohazard area. The dogs with freak stats, was a neat concept - after all those warped monstrosities, which came out just to be a starter. But the screenshake effect, in particular at the final, tiny elevator - that was simply awful. Anyway, good one!
This is the military installation map that you've been looking for.
Can't believe I hadn't played this until yesterday.
Top-tier base map, really almost a mini-episode like someone said above. Good flow with revisiting/unlocking areas in an only-somewhat-linear fashion, keeps you from getting lost (usually) and often the new setpiece or visuals in the next area you unlock make for a neat reward.
Some really tough fights on skill 2, in that particular Quoth-y way, but you also get a really big arsenal. So they're fun cutting-loose moments.
Excellent map, except that it is easy to permanently miss the plasma gun. That was really frustrating and should have been caught in testing. Just make sure you have the plasma before the big drop.
Just a phenomenal map. Probably the best base map that's been made for Quake.
A very nice map, and my first taste of Quoth. I'm not a huge fan of some of the heavier hitting custom enemies, but the mod is from the 2000s and clearly a product of its time - where crazy experimental stuff was the norm for such projects.
I found most of the secrets since they were fairly easy to spot (for the most part), and had a great time exploring. The level has a great layout and despite being relatively large it was hard to get lost, which just goes to show how well designed it is.
Also, A big thank you to whatisquake for his comment warning about the missable plasma rifle, too. I almost jumped down that pit before remembering what you posted. I would have had a much harder time without it.
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