Homecoming

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Author: Iikka Keränen | Rating: 9.13 | Download: ikspq4gl.zip

This is the third and final map in Iikka’s ikblue map trilogy. It is also the largest, the best looking, and most fun, and overall, his best ikblue map. This map continues from iksp3, so I suggest you play that first to acquire the proper guns and ammo.

Architecture is great, with much curvyness abound. Circular ceiling openings, arched ceiling supports, spiral staircases, pretty much every room has a curve. I noticed that despite all the curves present in this map, there was not one misaligned texture. That in itself is amazing. Many of the rooms are very large, which affects the game play for the best, with plenty of space to run around. The final room is one of the coolest I’ve seen in Quake, surpassing the already high standard presented in what was previous to it.

Layout is top notch, with all areas stemming from a central intersection, and you run around pressing buttons. The map wraps around itself nicely, you think you’ve traveled far astray, yet you turn a corner and find yourself once again at the central intersection. Also you must find the gold key and raise a bridge.

Game play is great, 112 monsters on hard. The main opposition is scrags, fiends, knights and shamblers. This map has around 12 shamblers, mostly appearing in groups of 2 or more. Although it’s challenging, it’s always fair, with plenty of ammo and health. The large size of the rooms helps you out, as you can avoid scrag spit and fiend lunges quite easily. Near the end is a nice setup, where it seems that a whole army of knights in bearing down on you. The ending isn’t too hard if you go in with full nails and some shells, if you’re low on ammo it’s going to be very rough.

Iikka’s blue theme at it’s best, unmissable.

- Edgecrusher

Screenshots
screenshot 1 screenshot 2

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