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Author: | eber150 |
Title: | Ten Thousand Days In The Fire |
Download: | ttd.zip (c151cdc1011752e7f401bf9416c04f5f) |
Filesize: | 7591 Kilobytes |
Release date: | 16.06.2022 |
Homepage: | |
Additional Links: | Download via Quaketastic • More screenshots • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() | |
Dependencies: | copper_v1_17 • |
Download | Skill | Length | Player | Protocol | Date |
---|---|---|---|---|---|
ttd | Nightmare | 20m10s | Esrael | 10002 | 2022-07-20 |
Blind nightmare run, 1/6 secrets, 95/99 kills, FTE999 protocol |
Files in the ZIP archive
File | Size | Date |
---|---|---|
spasm0010.png | 1175 KB | 16.06.2022 |
spasm0011.png | 955 KB | 16.06.2022 |
spasm0012.png | 1150 KB | 16.06.2022 |
spasm0013.png | 1428 KB | 16.06.2022 |
spasm0014.png | 793 KB | 16.06.2022 |
spasm0015.png | 1050 KB | 16.06.2022 |
ttd.bsp | 2125 KB | 14.06.2022 |
ttd.lit | 999 KB | 14.06.2022 |
ttd.map | 2004 KB | 14.06.2022 |
ttd_readme.txt | 2 KB | 16.06.2022 |
ttd.zip
Ten Thousand Days In The Fire
Medium-sized runic-themed map, built for Copper (NOT included).The author's second release. Map source is included.
Tags: medium, runic, copper, source, metal
Editor's Rating: no rating (yet)
User Rating:
3.9/5 with 26 ratings
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Well for the Tool quote it deserves 10 out of 5 right away. Not to mention that the map is pretty cool. Looking fwd for next map from Eber
Well, when i saw the first release from this author, i had quite high expectations for any following maps.
It pleases me greatly to confirm that my expectations have been fulfilled.
Very nice runic map. Professional architecture and brushwork, good lighting to set the mood. General good monster placement, and quite challenging fights.
The only thing that's a little bit off, is the excessive amounts of ammo piled up everywhere. I guess this is the first time i ever complained about this...
All in all, a good Quake map, just as i like it.
Thanks for sharing; i can't wait to see what will happen next!
Greatest strength of the map is the lighting and the final sections look great, the downsides are that every encounter suffers massively from "the door problem" and you can just backup and cheese every fight also the first 4 encounters you are single shotgunning death knights which take 11 whole shots it gets pretty grindy.
Great Map. Wonderfull big fight at the end. To many DKs at the beginning. Thank you. Keep up the good work.
ganz ok
Really enjoyed this map, was great for a casual playthrough, I didn't find all the secrets. Uploaded my playthrough: https://www.youtube.com/watch?v=teR04OacD60
I know the author has complained a lot :-) about not really being satisfied with this map, but it still has a lot of good points. Nice spooky atmosphere and pretty hard-hitting.
One constructive criticism: it makes you fight too many bullet-spongy enemies with low-level weapons.
I agree wholly with Colossus's review. Visually a very nice map! I think my favourite is the room featured in the screenshot.
As Colossus stated, the encounters are easily exploited. I think my favourite fight was the one last big fight, which I couldn't cheese. Ways to improve encounters:
Don't allow the player to escape or flush the player out of cheesy spots or draw him/her to the fight somehow, maybe with a megahealth etc.
Decrease the bullet sponge amount and compensate with harassing enemies like scrags to keep the player on the move. Mix and match monster combos to provide unpredictability to the fights.
As an alternative to decreasing the amount of bullet sponges, provide the player with a GL or TB early on, but with limited ammo, so the weapons should only be saved for these mass concentrations of death knights.
Provide the monsters with monster_jump triggers so they can jump off ledges etc.
I could only find one secret on my first run (see demo), but was able to get the rest later. A couple of the secrets I couldn't figure out without resorting to rocket jumping, which is generally considered a no-no in singleplayer maps, unless it's made obvious to the player that rocket jumping is the intended way (by planting a RL/rocket pickups right next to the spot where you're supposed to make the jump or even downright stating it with a message etc).
Years ago, when I used to play electric guitar in a band, I saw a comedic translation table, to help other band-members understand what a guitarist was saying. One of the entries was the meaning of "Actually, I've been getting into jazz lately", which translates as "Did you know guitars have tone controls? Look, I can turn mine down!"
Playing this map, I wanted to ask, "Did you know Quake has other monsters as well as Death Knights? Look, here are some maps that show you how it's done."
The frustrating thing about this is that the architecture is pretty nice. But the gameplay is straight out of the Corridor, Sixty Seconds Of Solid Shotgunning, Repeat school.
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Did you read the file's readme?