Summer gun jam1/26/2024 ![]() Not only will the expert be able to understand the problem better, he will instantly raise his estimation of you as a handgunner at least several notches. You should know these and be able to describe them properly. Sun burn mechanic was fun luring enemies to their death during combat but I felt it was a bit underused overall.There are a number of different ways a semi-auto can “jam,” and if you are considered knowledgeable of firearms and make such a statement to an expert, he is going to consider you a beginner, because “jamming” is actually the result of several different reactions to the mechanical actions occurring in the handgun. I loved the repeated riveted panels with accordion style joints. I'm a sucker for base maps and medium-granularity but geometrically interesting detail. I like the economical way that the main area is re-used for a final run to the exit. Nice touch with the acknowledgement when you've grenade jumped to RL too. It's stingy with weapons which I liked, even with mostly mid-tier monsters in reasonably low numbers you feel the threat. A small map, got some fun and unusual secrets. No cheaparse vore swarms either, good fun. The combat is excellent though - ammo was tight throughout and I really loved the dual stairway encounter near the start, multidirectional and challenging. Another nice multi-layered map flow with many new areas above old ones although the textures and lighting are a bit drab and monotone. Man, the quality of Quake mapping is so high these days. But with such good atmosphere and enjoyable exploration to be done, who cares? Unfortunately the combat isn't much to write about, and far on the easy side for me. Fun secrets in this one with some enjoyable platforming and an interesting layout. I always enjoy the constrained non-linearity of these-goals-but-in-any-order map structures. ![]() Such Tomb Raider vibes from this one! Well served by what appears to be one of the most popular modern Quake tex sets by Makkon. I like this unfussy, brutalist kind of aesthetic. The architecture and piled-over layout were both very cool. Also very clever doing this at the end when the player knows the layout so can really enjoy the combat flow without worrying about where next. Quad damage is one of the all time great game power-ups and damn does this level hit that home. Multi-quad run at the end was fucking fantastic. Top notch construction as well, Nice attention to detail where the whole level is contained within a larger architectural area that is fully constructed even though you can't ordinarily play it (I rocket jumped up out of one of the arenas) - it gives an extra sense of place. Wow, love this texture set and how well the architecture fits with it. Visually not bad at all though, an interesting sci-fi theme and some cool lighting effects through grating which I didn't think was possible in Quake, new lighting compilers I guess. The encounter spaces were flatly open and basic and some fights I imagine almost impossible without secrets (thinking of multi-shambler and vore key arena, I found invuln first). Good high-pressure start with the old monsters teleporting around trick, but the gameplay didn't do it for me in this one. The way I was kept moving constantly and hopping around between horizontal gaps reminded me a lot of the latest Dooms. Thought it was great how you are quickly pushed out of the starting area in a search for ammo. Woah, this one brings the difficulty at the start. The quad makes the vores spawning up high on the pillars fair and adds some depth to the fight in terms of target prioritisation. The final arena with the quad was great fun, it amps the fight considerably, I'd love to see this unlimited quad + hordes mechanic used more often. I toggled r_fullbright on and couldn't believe how plain and flat the textures were - the lighting is doing great work here! I enjoyed it, although it was a bit on the easy side, a couple too many red armors IMO. Its clean, grandiose architecture reminded me of once more with feeling despite the obvious persian theme. Since the map layout was straightforward and mostly visible up front, you don't benefit much from foreknowledge of the terrain.ĭies Irae. I feel like the replay design could have been put to better use. Very unusual, I really loved the abstract design of this one, a distinct identity. I was repeatedly ambushed by monsters riding the ring up and down. The central conceit made things way more unpredictable than I'd have expected with Quake's primitive AI. Short, simple, yet clever map design with this one. Might have missed a few because I'd already played a few when I decided to write it up. Files in the ZIP archive Files in the ZIP archive: File
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