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Screenshot of wlb
Author:iYago
Title:What Lies Behind
Download:wlb.zip (9f3cf8cb84f2f2260e89701429af8514)
Filesize:21771 Kilobytes
Release date:01.12.2020
Homepage:
Additional Links: Func_Msgboard
Type:Single BSP File(s)
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✔



Walkthrough demos:
DownloadSkillLengthPlayerProtocolDate
wlbNightmare0h03m29sArcaneFiend6662021-01-13
Full completion of the map.

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
Unfinished sketch.jpg142 KB01.12.2020
music/track12.mp319698 KB14.11.2020
wlb.bsp3781 KB01.12.2020
wlb.lit895 KB01.12.2020
wlb.map2071 KB01.12.2020
wlb.txt3 KB01.12.2020

wlb.zip

What Lies Behind

Small metal/runic level. Comes with a custom music track from Quake64. The map source is included.

Note: This map requires a source port with increased limits.


Tags: small, metal, runic, music, source, limits

Editor's Rating: no rating (yet)
User Rating: 4.1/5 with 12 ratings
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12345
dwere Registered 6 December 2020, 12:26

Old-school spookfest. Good Hodges vibes.

I have a suspicion this will malfunction somehow when Injected.

Ninja Registered, rated this a 5 7 December 2020, 15:54

Well put together and crafted, yes spooky feel to it,but a good map to play on skill 3

ArrrCee Registered, rated this a 4 29 December 2020, 1:26

What Lies Behind on The Quake Grave

Wow, very impressive how you've improved so much from your first map! While I think the first room could do with some re-thinking (dark room with ramp in the back leading to room), the rest of the map is a ton of fun though! I especially like the bit where the lights start popping on and the lava room is just crazy. The beginning room feels VERY Quake 2 due to the colored lighting as well, which is interesting because the rest of the map doesn't seem to carry this same style. The may be one of the other critiques I have is to think about your next map having a more unified style through out. Lots of fun with this one though, nice work!

drdefault Registered 18 January 2021, 20:47

This one really builds in intensity, almost feeling like half an episode compressed into a few encounters. I initially thought the lack of ammo towards the end was unfair, but then realised it didn't stop me from finishing the map. The rooms are very visually distinctive and readable which made the layout memorable. Cool metal brushwork, and I especially liked the use of subtle height differences. The lava room combines about three strong gameplay concepts into a great fight. Nice stuff!

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