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Author: | xlarve |
Title: | The Subconscious Fear |
Download: | xl3.zip (d943eece724eaf9665e25001738cff23) |
Filesize: | 2051 Kilobytes |
Release date: | 25.05.2018 |
Homepage: | |
Additional Links: | Func_Msgboard • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
xl3/xl3.bsp | 3993 KB | 24.05.2018 |
xl3/xl3.lit | 1874 KB | 24.05.2018 |
xl3/xl3_readme.txt | 2 KB | 25.05.2018 |
xl3.zip
The Subconscious Fear
Large 'techno-dungeon' with many corridors and ambushes.[Does not work with the Quake Injector]
Tags: large, mixtex, metal, base, dungeon
Editor's Rating: Nice
User Rating:
4.3/5 with 32 ratings
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Perfect map!
Traps, neat secrets (although I missed one) and I'm a sucker for story telling through level design. When the first enforcer appeared I was like "eh?". But it made sense.
I think the secrets could be a little more well placed, before the gold key you can find 5 of them, I think. Maybe replace the yellow armor one with a super nailgun and give the player the nailgun instead?
Cool design, good quad placements and neat traps.
It works with Injector if you move map's files from wrong "Id1/maps/xl3" location into correct just "Id1/maps". Same for previous xl2 map.
I rather liked this one; not sure what everyone else thought was wrong with it.
This is a fun map with close quarters gameplay. It's a challenging little sucker (save often) because you'll frequently get trapped with something spawning behind you. However, the author does provide a good amount of health packs and compensates with a quad or mega-health to offset high levels of insanity. It has interesting visuals with chunky brushwork and a different mixture of textures, which is nice. From what I've read about his earlier maps, it would seem that xlarve has worked out a lot of kinks. I enjoyed it!
This was just pure mindless fun, bombing through the map with a grenade launcher and super nail gun, loved it.
A big step up from the much larger but less interesting
xld
andxl2
. Lots of fun combat and bit more sense of getting somewhere. I'm not sure what the base-themed ending was about, though, and it was a terribly easy way to finish.I realised near the end that there was no point saving rockets anymore, since I had over 90 of them ... fun little map, but I played too many masterpieces lately to be really impressed.
Looks cool, love the high ceilings. The pacing is good and I enjoyed getting several quads. Can't say it's perfect because there's WAY too much ammo and health, at least on normal, and several of the surprises are unfair - fiends spawned behind me at least twice.
Played on skill 1 and 2. Killed all and found 3/7 secrets.
Same as the previous, there is only skill 0 and skill 2-3. Long map, similar to its predecessor, but with a more common layout and progression, a lot more backspawning (do not retreat and enter the big rooms looking back or retreat fast), more contrasted lighting, more differentiated rooms which helps to those that move a lot when they get lost but aesthetically looks worse, a bit less ammo, and more verticality in combats. His secrets still feel fresh.
It is removing most of the characteristics that some complained about but lost a bit of personality as a result.
4
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Did you read the file's readme?