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tronyn-reviews:midnight_stalker_by_sock [2013/05/30 20:24] – created Spirittronyn-reviews:midnight_stalker_by_sock [2013/06/09 13:10] (current) – scores are no headlines Spirit
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 =====Midnight Stalker by Sock===== =====Midnight Stalker by Sock=====
-  * [[/reviews/Midnight Stalker.html|Midnight Stalker.zip - Bad Dark Cistern]] by [[/reviews/?filtered=Sock|Sock]]+  * [[/reviews/mstalk1d.html|mstalk1d.zip - Midnight Stalker]] by [[/reviews/?filtered=Sock|Sock]]
   * Download: [[/filebase/mstalk1d.zip|mstalk1d.zip]]   * Download: [[/filebase/mstalk1d.zip|mstalk1d.zip]]
  
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 The gameplay is quite tough - you will need to conserve ammo and be patient in fights. In many cases, running ahead into the next room can get you killed (ogres, vores and hell knights are fairly dangerous in the map's relatively close quarters). There is one point in particular - three shamblers at the bottom of the elevator past the gold key (at least this is how it is on hard) that I found basically impossible to survive. Secret-hunting can be helpful to try to deal with the difficulty, and there are also some useful shortcuts that open up as you progress and/or find secrets (although I still got lost, which surprised me given the shortcuts - perhaps it was just that some of the areas looked the same). Anyway, you will need to be patient in this map, but it's obviously worth it, given the quality of design and the very satisfying resemblance to the original netherworld maps. At this point, when increased complexity (in scale, in scripting, etc) has become the norm, it's actually totally fresh to see something so oldschool and committed to consistency. Sock's maps represent some of the most interesting stuff of these latter days of Quake. The gameplay is quite tough - you will need to conserve ammo and be patient in fights. In many cases, running ahead into the next room can get you killed (ogres, vores and hell knights are fairly dangerous in the map's relatively close quarters). There is one point in particular - three shamblers at the bottom of the elevator past the gold key (at least this is how it is on hard) that I found basically impossible to survive. Secret-hunting can be helpful to try to deal with the difficulty, and there are also some useful shortcuts that open up as you progress and/or find secrets (although I still got lost, which surprised me given the shortcuts - perhaps it was just that some of the areas looked the same). Anyway, you will need to be patient in this map, but it's obviously worth it, given the quality of design and the very satisfying resemblance to the original netherworld maps. At this point, when increased complexity (in scale, in scripting, etc) has become the norm, it's actually totally fresh to see something so oldschool and committed to consistency. Sock's maps represent some of the most interesting stuff of these latter days of Quake.
  
-=====Score: 18/20=====+**Score: 18/20**