Showing posts with label quake 1. Show all posts
Showing posts with label quake 1. Show all posts

Saturday, April 21, 2012

Dead Memories for Quake 1

***New***




Level name: Dead Memories

Author: Scampie

Size: 1 854 ko

Number of maps: 1


Author's website: here

download: from quaddicated

Description

Non given from the author in the txt file

Review :

This time you are in an industrial base or a classic action packed experience that will turn in a original way because of the malfunction of a portal that will bring you unwanted enemies from the past.

The theme of this single map is Industrial base mostly and is really neat, texture is perfectly use to create a good floability attention is also put to detail and everything you go across like wall screens bring you a text message.
The progression through the whole base is well organised with a not linear approach and linked to the
finding of keys.
the background story is also a good point with the fact that a portal problem is bringing to the base lots of wierd enemies coming from past, this makes me think to several more recent game
Challenge is increasing with your progression but never brings frustration through unbeatable battles,
puzzle are just there to make you a little think evendow the first thing is to progess and kill, but if thinking and searching is part of your gaming pleasure then there are secrets places for you happyness.
I've got sometimes the feeling to have something quite new in Q1 in therm of storyline and the way to transcript it in a map
Gameplay is well balanced it becomes something challenging but never frustrating, enemy placement
and the respawning to put you in difficulty is well used sothat the experience flows without any
slowdown in interest. The progression allows you also to jump from place to place and try to find all those secret places

In conclusion: The author really is able to imerse you in a really enjoyable gaming experience
without using special stuffs or effects, in a classic way it's just nearly perfect



 Statistics on normal skill:    playtime 26' 57''    secrets 3/9     kills 128/128




Playtime: 30 min



Rating: A B C D E (93%)



Friday, February 24, 2012

The Altar of Storms for Quake 1

***New***




Level name: The Altar of Storms

Author: Corey 'Necros' Jones

Size: 47 680 ko

Number of maps: 2


Author's website: here

download: from quaddicated

Description

2 Large maps set in a frozen world.  Sort of a tribute to TES4:Oblivion: The first map is a pseudo open-world map.
The theme for the second map is similar to ayleid ruins and the layout for the second map is based on the 'Miscarcand' (all 3 sections) dungeon.

Review :

The place where all happens is a castle like an iceberg (only 1/10 is visible) lost somewhere in a montain on a cold age, this level used a lot of features included new monster and boss a new shotgun and a great overall atmodsphere

You start in the outdoor area and need to go incide and collect runes and keys to progress through different places


Design is perfectly crafted, the use of custom textures  and well put together architecture create a unique atmosphere, lot's of even and traps are also include in this release which really breaks from classic gaming experience, every progression make you come accross new feature, and you know tahn when you enter a big room something awaits you

Gameplay is fantastic there is good display of feature from weapons to munition and health everything show mostly at the right moment, you can also break thinks arround to collect special bonus but pay attention not all of them are good suprsise, the combat are well equilibrate from challenging room to more tiny battle the progression also increase the challenge all new enemies really add a great enjoyment in your travel quest....dont simply forget that in quake if the combat is closer is more efficent to kill enemies  .
The progression is quite evident but this isn't the case for the secret places that need more attention which was not my case, no really chance to get lost but at the end some event force you to hurry and this give also some trilling, another great moment, then it's time to quite the undergrund to face the bost who will provide more bad surprise, the 'bath of health' like seen in Half-Life Xen part  give you another original alternative to a direct fight, and at the end the is a great scene to complete the pak

In conclusion: Just wow... playing this kind of release really immerse you in the past gaming which was so fantastic, if this come with lots of new features in an excellent achitecture is pure happyness

Note: The auhor provide some usefull info in the reame file to prevent crashing the game, I didn't encountered any problem with my machine 

 Statistics on normal skill:  map fingers of the gods  playtime 24' 32''    secrets 1/6     kills 261/278 
                                          map Ruins                    playtime   6'  02''    secret  0/0     kills     8/39    



Playtime: 1 hour



Rating: A B C D E (98%)



Saturday, August 28, 2010

Perception for Quake1

***New***




Level name: Perception

Author: Rich 'XeNoN' Thorne

Release date: 22 june 2001

Size: 476 ko

Number of maps: 1


website: None anymore


download:
from quaddicated

Description

None

Review :


Small map started as a speed map from the author that increase the content since he found it quite good to make a small classic Q1 map. the theme is Egyptian, and has an interesting custom textures content, the author had several other good project or contribution include soul of evil. since it was at start a speedmap it's not a huge release but all that was put together make it a really enjoyable release.

Design is well balanced though the use of custom textures  and well put together architecture it's certainly miss some more of these extravagant egyptian design and has a to squary look in a too repetitive use of texture but this doesn't really bring down the whole unit and don't forget that it was firstly made as a speedmap.

Gameplay is certainly not let on the side its well balance and provide some thaught places, you need also to take care of your ammo and health. The progression is also well organised, your starting place will lead your progression in the key qwest  that are needed for you to progress to the exit, it's unlinear and also take place on several floor sothat you encontered most of the things needed to create a good and enjoyable map.

In conclusion: it's certainly not perfect but well enjoyable and this is what we are looking for...so for the short break it's time if you didn' t do it before to try it

 Statistics on normal skill:   playtime 13' 42''    secrets 0/1     kills 57/57 



Playtime: 20 minutes



Rating: A B C D E (74%)


Monday, May 31, 2010

The Evil Town for Quake 1

***New***



Level name: The evil town

Author: Anders Gustavsson

Release date: 1 November 1997

Size: 449 ko

Number of maps: 1


website: None anymore


download:
from quaddicated

Description

None

Review :


Small map with interesting custom texture release from the beginning of Quake 1 mapping...The author became after a progressive Q1 experience a must play author for all is quake 2 releases.

Design: The interest of this release is certainly some custom town texture that really creates something that catch you attention at start with the fist location after interest dicrease but it's still worth through correct layout and architecture but nothing really from high quality there are no movable stuff nor effects it's a quite simple progression in a correct layout we could also regret those dead hallways and corridor that ended into dark and the way the author didn't use enough the light source to create some more oppresing atmosphere

Gameplay: Is well balance but sadly a little to easy except in one or two location there isn't a real aim just activate some trigger that doesn't rely to any storyline, items are well place and even if the expereince flows in a good way the filling is a little mixed because we hopes for something more developped regarding the first location .

In conclusion: lot's of hope from the first location felt a little bit down after, it's still enjoyable for arround 10 minutes without to much expectation


 Statistics on normal skill:   playtime 8' 59''    secrets 0/2     kills 47/49 




Playtime: 10 minutes



Rating: A B C D E (71%)


Tuesday, May 11, 2010

Arcane for Quake1

***New***



Level name: Arcane

Author: Matt Sefton

Release date: 14 September 1997

Size: 782 ko

Number of maps: 1


website: None anymore


download:
from quaddicated

Description

Full Runic-themed Quake map, designed for single play with Deathmatch enhancements.
This map was inspired by the awesome map work of Andrew Smith and Dave Kelvin.
This level has been compiled for GLQuake.

Review :


Design: Another small an interesting release from the beginning of Quake 1 mapping...Everything is well put together in this one. It's most of the time build in a classic way without anything really impressive but it's simply close to perfection in it's approach with good architecture, lightning and interconnection, the present of not accessible extended environment and even if texturing could have perhaps been a little more thaught, the atmosphere is simply great...there are not a lot of word to explain something when you like it...it's just a feeling.
Gameplay: well balance in terme of combats that increase in challenge with you progression, but it's never difficult or a source of frustration. This expereince is enhance by some qwest for keys that will oirented the progression in a non linear travelling leading you to the ultimate chamber where the challenge could have been a little higher

In conclusion: simple and efficiant...this is typically the experience I really like


 Statistics on normal skill:   playtime 13' 03''    secrets 1/2     kills 53/53 




Playtime: 20 minutes



Rating: A B C D E (82%)


Monday, April 19, 2010

Anonca base: The shamblin for Quake1

***New***



Level name: Anonca base: The shamblin

Author: Rob Marton

Release date: 06 February 1997

Size: 492 ko

Number of maps: 1


website: None


download:
from quaddicated

Story

Anonca Base, located on Neptune, has been rumored to still house outlaw shamblers. Find them. Kill them, and get your butt back home.
Review :

This medium blue metal base as a unique feeling it doesn't offer a great challeng nor an impressive gameplay but the fact the author added several custom futuristic design and several other thing make it well enjoyable

Design: particular let say even the starting of the map with the entrance into the main room from the top was well done, the archtitecture may look basic in terms of direct layout but provides a lot of particular object or stuff to come accross: elevator, some decoration object crossing brigdes an  so on.The team mostly oriented on blue metal texture cretes something special enhance by the good use of limited but perfect lightning. Travel will offer you to activate trigger that will interconnect the whole map making sometime the search for the next step not evident.

Gameplay is correctly balanced with not a lot of surpise, most of the items and enemies are well places with some, awaiting you from an upper position and other put on lower that will make you go for the direct confrontation (schambler in the central room), the path to follow isn't that evident and teleport event if smart doesn't really add something interesting to the map. Challenge isn't present in this one because you will recieve everything what is needed to make it not that hard... search and hunting for secret places is well balanced with easy to find and more tricky ones.

In conclusion: even if I can critisize several point and the absence of some background of a strong storyline the unique theme and presence of  some innovative architecture features really make a expeirence to play also by the fact it's not a difficult map to accomplish.

 Statistics on normal skill:   playtime 18' 03''    secrets 3/7     kills 54/57 

Playtime: 20 minutes



Rating: A B C D E (78%)


Monday, March 29, 2010

The Katagean Redoubt for Quake1

***New***



Level name: The Katagean Redoubt

Author: Chris 'Simulacrum' Houston

Release date: 04 March 2008

Size: 1 465 ko

Number of maps: 1


website: None


download:
from quaddicated

Story

YOU BIG SHOOTY MAN GOOD GOOD SHOOT NOW NO DIE FAILURE NOT OPTIONAL OP3N D00Rz L0lz

Review :
The author who did several attempt back in the early 2000 wanted to get a little expereince in order to apply to some gaming industry job, He so decided to get back into design and especially for Quake 1 regarding the success of his release he wanted to extend this map to a small episode but nothing shines since then
Design: The architecture is a mix between e1m3 and e1m4 brigging some Castle base design full of those green bricks and wood floor, It can easilly be consider as 'old school' regarding the inspiration comming from the original level.  The layout is neat and impressive featuring a well interconnected castle full of nasty surprise and secrets places (8). A lot of attention has been put into this one to create some wonderfull places to visit and this with an up and down view regarding the way you progress...Action even if perfectly balance nearly doesn't take place outdoor and doesn't really provides a lot of mechanism and trigger effects (both would have certainly increase the skill of the author and the way we can judge his skill). But this is only a personnal point of view and only minor aspect regarding the whole unit.

Gameplay is a good mix beween fight and progression in a quite linear way at first and after (regrading the central room and the access through keys) more unlinear. Weapons give is progressive sothat you need to really take care to enemies and the ways you use each weapons...This time I had not that much problems finding the secrets places which is also from the 'old school' approach. The fights where pretty well balance and most of the time easy to predict when they should be more challenging but even in this way the last battle was a real nightmere....The way the gameplay was balanced was perfectly fitting to my way of playing and it was therefore a pure playtime delight
In conclusion: this release should really encourage everybody to try to handle some mapping experience, the author come back after 7 year and a short immersing time  to produce a enjoyable challenging experience in a well crafted environment it's certainly not perfect but in the way the author used his skill he did it in a remarkzble manner.


 Statistics on normal skill:   playtime 33' 03''    secrets 6/8     kills 133/136 


Playtime: 40 minutes



Rating: A B C D E (88%)

Tuesday, March 16, 2010

Breakfast at twilight for Quake 1

***New***
Name: Breafast at Twilight

Author: Peter 'Hrimfaxi' Sörensen

Release date: 12 September 2007

Size: 4 856 ko

Number of maps: 1+ 1start map


website: None


download:
from quaddicated

Additionnal pack required :
quoth is necessary to play correctly this one...and a bunch of recent releases

Story

Not really - just shoot anything!
Review :

Design:  In one word : Wonderfull !!! and shine directly through the statring map where you can choose your skill.
The Place is quite huge and will provide a large area that need to be discover by accessing key protected area, the fact that you sometime can seen trough windows balcony and other view what is awaiting you is well crafted.
The outdoor and indoor scene are well put together to make you admire the places you are going to travel through, architecture and use of textures really creation some intense visual moment, lightning is also well provided. The skybox is perfectly fitting the theme and name of the map...Visually everything looks really great some more sound or background atmosphere would even add a more immersive feeling but this would only be a tiny touch.











Gameplay: like the design it's solid, with over 160 monsters on normal setting the battle to survive and progress will be quite hard the use of new monsters and there placement was also well done lot's of secret zone are there to provide you with some addition qwest if you are able to find them (witch wasn't my case), the surprise is just behind every corner and this will only reinforce your desire to finish the map. Battle are sometimes surprising, sometime tough, through the difficluty to move and fight back but it was the aim wasn't it? to be able to play this type of release you should be prepare through the challenge and difficult to deserve whats next

In conclusion: after several play through Peter's release I'm now a total fan of is mapping skill  that remind me from another great mapper Shaun 'Kona' Ross this one is without no doubt a must play and extremely invite you to reinstall Quake 1 for the amount of great release that still need to be revisited or/and review
 Statistics on Normal skill:   playtime 48' 40''    secrets 2/11     kills 166/166 


Playtime: 1 hour 20 minutes



Rating: A B C D E (94%)

Thursday, March 11, 2010

Star scream for Quake 1

***New***



Level name: Star scream

Author: Dustin 'Ttronyn' Geeraert

Release date: 07 Mai 2003

Size: 329 ko

Number of maps: 1


website: None anymore


download:
from quaddicated

Story

None...a map oriented to be playing with all support so perfectly design for SP Coop and MP

Review :

Design: It's a short map with mostly a linear gameplay from the top to the bottom of a kind of 'space castle' Architecture is well put together and reminds me of some UT deathmatch maps, it creates a immersive highlight Castle, indoor is limited but outdoor, especially regarding the small size, is well interconnected. Lightning is put were it should be and if the use of texture is limited it give perfectly the ambiance we like.

Gameplay is wellbalanced with a design from the bottom to the top. You will need to get rid of enemies that are most of the time attacking you from above, additionnally it's quite easy if you move too much to fall down into space and die, this add a bit of challenge. It's still quite an easy map in normal mod with limited amount of enemies. All freatures are put where they needed to provide a good single play experience

In conclusion: short and enjoyable what else do we need if we want a break.


 Statistics on normal skill:   playtime 5' 27''    secrets 0/1     kills 35/35 


Playtime: 10 minutes



Rating: A B C D E (70%)

Friday, February 19, 2010

Biotoxin for Quake1

***New***



Level name: Biotoxin

Author: Christian 'CZG' Grawert

Release date: 03 April 2001

Size: 550 ko

Number of maps: 1


website: None anymore


download:
from quaddicated

Author's Note

My entry for 100 brush V2.00 contest:

Biotoxin - Where toxic waste comes to die, and to be pumped out into earths ecosystem.

Review :

Design: It's an hundred brush competition so it may look quite limited but Christian is a master so everything is well put together in a limited base a lot influenced by Quake2 (the author even use some Q2 textures) everything is well oriented to make you travel through, enjoy the lightning and even some little effects with on text messag. Enemies placements, weapons and ammo/health is put were they should to create some challenge but not too much...

Gameplay is perfectly balance increasing while you progress puzzle are only there to make you travel from up to down, it's really enjoyable and never frustrating with in some spot a nasty surprise what elese should we expect from a limited competition enjoyable well eyes looking and not frustrating.

In conclusion: I'm really a fan of those base map for Quake 1 and this one, build by one of my favorite quake author, even if quite short isn't an exception. Short, fun and sweet the ideal break for the people, like me , that don't have a lot of playtime.


 Statistics:   playtime 10' 30''    secrets 0/0     kills 54/54 


Playtime: 20 minutes



Rating: A B C D E (91%)

Thursday, February 11, 2010

hrim_sp4 - For Love of Evil for Quake1


***New***


Level name: hrim_sp4 - For Love of Evil

Author: Peter 'Hrimfaxi' Sørensen

Release date: 01/01/2010

Size: 5 645 ko

Number of maps: 3 + 1start level


website: here


download: here



Author's Note

this collection of maps were build over 5 years... and have been finally put together in this pack

For Love of Evil: The main map a large map mostly ID metal textures but also some textures by Kell and others.

Voidscape: A turtle map made in two days in 2004. Se the included Readme file below.

Brownie: A map intented for the sm128 session bur it wasn't finished at the time andabout half a year later I made it into a turtlemap (build it within a week)

Start: This map was made for this release within a weeks time.

These maps are totally unrelated and wil not follow each other when you play.
They all play independently.

Separated Review :

Start short and sweet it's from here you will enter the skill selection that for myself I let on the normal challenge.


Brownie is the first one I played, I will consider this one as a classic map through it's gameplay featuring a castle full of those evily surprise that can provide Quake 1.
Design is oriented arround a well crafted castle made of custome texture. Several place of view really give a nice touch, the general layout even if limited through the contest it was firstly build for, creates a nice atmosphere that could perhaps been a little enhanced by a more gloomy skybox.
Gameplay is for me quite classic but its what I like, never too hard but well balanced, the challenge will increase with your progression, the weapons you find and the keys to acces new places. the final battle may look too easy in the way you approach the fight but ones more this way is the one i prefer in comparaison with an open area where you only possibility to survive is a mix between run and shoot.

Statistics:    playtime 13'40''   secrets 0/1   kills 52/52










For love of Evil like the author's tell this is the larger and the main one. Eveything has been put in this one, base on a metal atmosphere, the author has put a lot of effort to created an enjoyable but not repetitive gameplay through fights and traps that need to be solved with a minimum of thinking.
Design even if the texture theme used may limit the interest was really well put toghether to show some wonderfull place to visit with some nice architecture in several place that really increase the atmosphere though their size,especially in height, lightning is good but some effect could have been put there to create one'smore a better gloomy feeling (but it wasn't perhaps suppose too).
Key, button and secret hunting will also face some challenging and unexpected event, but the fluidity through all those events was perhaps a little too expected.
For the gameplay this one like the previous really put the gameplay I like not unbeatable with some good challenge and some break and here and there some triggered event that need some small thinking, only those secret seems for me too difficult to find, but too be honest I really didn't look for them...ammo and health were perfectly available where we really needed them

Statistics:     playtime 35'02''   secrets 1/9    kills 130/133











VoidScape the last and the shortest and an original layout in space it was tiny to quite clostrophobic in some place but perftcly challenging and put together.
Designed like a passage lost in a mountain just put somewhere on a tiny flotting planet Peter was able to create something unique played fully outdoor with some jumping puzzle and havy fight in restricted area...with a totally different approach he was able to catch our attention for and quite enjoyable experience even if it was short and hard in someplace thorugh well placed ammo and health.

Statistics:      playtime  10' 48''  secret 0/1    kills 32/32










In conclusion: An enjoyable expeirence played arround different theme put together in  a single pack...It helped me at least rediscover Quake1,  with some fun an pleasure it's well worth if you are fan to test this one

Playtime: 1h 30 minutes



Rating: A B C D E (86%)


Note: thanks to Quakis
I finally could handle to have the mouse look...I know it may sound stupid but this was the most reason i didn't touch Quake1 anymore...just try it without mouse look...for the one who don't know how just open the console and type +mlook

Thursday, November 08, 2007

Operation: Urth Majik for Quake 1

***this review was previously available at Alejandro Mapping Center***

Level name: Operation: Urth Majik

Author: OUM team

Date of release: 21 July 2001

Size: 10 200 Ko

Number of maps: 6



website: here (seems to be down or lost)

download: here

Story:

Quake never stops trying.
You mutter the words savagely as you pace the floor of the Emergency Command Bunker; the last bastion of what was Frater Research Base. Your base.
As the base commander, you saw Frater grow from a small storage depot in the middle of nowhere to a small storage depot playing host to some scientist types. However their "temporary" stay became permanent, as did the new wings and buildings. Interesting documents and reports began to fill your day, as well as the odd bit of excitement (and subsequent repairs).
Then that building was constructed. No, you were told, you could not be told what it held. No, you could not be allowed inside - what was inside was Alpha level clearance, not for the eyes of lowly Beta clearance wallahs. No, you couldn't talk to the staff there - they were always ferried in by robot drone from elsewhere; and the tracking systems wouldn't track them. Hell, you were ordered to keep all windows closed and blocked while construction was proceeding!
What was in there? You don't know. But whatever it is, Quake wants it, and wants it bad. You've some suspicions yourself - like illegal slipgate research - or maybe something to do with the strange behaviour of Doc Hattenschweiller's "patients".
Doctor Ernst "Hat" Hattenschweiller's research concerns - or concerned, you don't know if he's still alive - the removal of Quake's control devices from those captured by his forces. A fair bit of research involving Quake's other humanoid troops led up to Hat perfecting the process where the components could be removed without setting off the booby-traps incorporated into them. Sort of a cross between bomb disposal and brain surgery.
Hat reported two weeks back that his "patients" had begun to behave oddly; every night, they were chanting in some strange language, stopping abruptly exactly on the stroke of midnight. At first the "cured" patients didn't participate, but as the days wore on they began to chant as well.
Other little peculiarities began to crop up. Missing supplies, for one; odd power demands from various parts of the base, and especially from that building. The occasional escape as well, but as things went from peculiar to queer to worrying, patterns began to emerge. The supplies tended to disappear most often nearest that building. The escapes came more frequent, the escapees more violent, and were always found heading toward one building - that building. The Alpha clearance mystery building.
However, the final straw came from a completely different direction. Hat sent an emergency call - the patients had suddenly, and without warning, completely reverted to their original programming. And somehow they'd managed to get guns and were starting to overrun the facility.
Then the lights went out briefly, flared once, then settled down again. A flash of wrong coloured light from outside drew you to the window. It was that building, being struck by lightning coming down from a gangrenous, unearthly sky.
Then more emergency calls came in from all over the base: reports of intruders, attacks, pleas for assistance. You began deployment of your forces.
But now you hide in this reinforced cage of a room. All the news you're receiving is bad. The base is completely overrun; it's only a matter of time before they break down the doors and take you down as well...
As you pace, you begin to get angry. This is your base, damn it! And now you're hiding here, a fugitive on your own friggin' turf, just waiting to die? Screw that!
It takes a few minutes to send off a distress signal, and a message that you're going to do what you can towards recovering, or escaping, Frater Base. A further minute to plan your route to Hat's laboratory - where things seemed to begin - and one more to check and load your gun.
Quake never stops trying, you say to yourself, and neither will I.

Review:

Operation Urth Majik is part of the masterpiece realisation for Quake1. It introduces a lot of features into a new quake experience. This Add-on is based on a mission that is quite simple: make your way through several bases in order to reach the temple of Urth Majik, where the final battle will take place.
There is a lot of ‘external’ ideas: ik base, Zerstörer, Scourge of Armagon ,…this all together really fits this realisation like if they were selfmade.

All the maps are well balanced in realisation, gameplay, features and are ‘immersing’ the player into a progressing challenge. They all fit together too, except perhaps the fourth map (the eye of the storm) which is, through its texturing, a little bit out of the add-on (perhaps just a too sharp transition). Enemies have been modified not so much in weaponry but more in their look… beautiful but not as realistic (using ‘flashing’ blue clothes is quite a nonsense for an army). There is also presence of Nail turrets (not enough used) , laser drones( ‘toy’ design) and the classic mega enforcer.
According to the weapon features, they are coming from Zerstörer and Ik guns, design flows between average and really good and gives, in a lot of places, the ability to test them.
Finally you will find here and there ammo, health and armor suppliers, a lot of secret places (always useful) that give some good addition to the general release.

In conclusion, even if it first seems quite challenging to let some famous mappers join to do a big release, it shows us that with some rules and good communication can create a masterpiece.
Working together with their own favorite theme has proven to be a success.
Definitely part of the top 10 best quake1 releases and certainly worth to download!!!



Playtime: 3 hours




Rating: A B C D E (96 %)





note : picture where taken without permission from tenfourmaps feel free to contact me if you would like that i remove them

Friday, October 26, 2007

Distraction for Quake 1

***NEW!!!***

Level name: Distraction


Author: Mikko Sandt

Date of release: 23 September 2007

Size: 1001 ko

Number of maps: 1



website: here

download:





Story : None


Author's Note :

My first Quake map. I’ve been playing Quake since 1996 and I always wanted to make a level. Well, better late than never, eh? I’ve been building mostly Duke3D maps for the past ten years (sad, isn’t it?) so Worldcraft was somewhat new to me. This may be one reason why the level is somewhat x-axis and blocky (not that that was my intention - it’s just something that happened subconsciously). Naturally, I had to learn the editor as I worked on the map. It’s not so bad - there’s a fair amount of details, the texture set is lovely and the gameplay was tested (by The Silent & Sielwolf) before release.

Review:

I know 'virtually' the author for arround 10 years now, since my favorite game Duke Nukem. He has a marvellous site for this game and provide always good feedback for all the request i made, especially with beta-testing my map.

Back to the subject, Distraction is the first quake release by Mikko and it took quite a long time to be release. The main team is industrial/complex and feature all what a good map really need to be enjoyable.

Design is good, it even impressed me knowing that Mikko mostly used the duke nukem engine to create map and that worldcraft as a totally other appoach. The strucure of the map is really familiar to DN based map: it's quite limited in open space as a 'key to progress' gameplay and as a less gothic to medieval approach (not only regarding the theme but also in relation with the architecture). All in all the texturing, atmosphere and theme was pretty well handle to create a no linear map with a mix between outdoor and indoor, not limited to the main floor, using some on text messages to increase the ambiance and showing enough variety to make it not monotonous.

Gameplay was another suprise through mikko's approach but sadly I was disapoint with that. The gameplay was for me too much challenging (but this is always intended with Q1 releases), health and ammo was sparely provided with the progression but traps and ambush make it more a quest to survive that the kill to progress experience. All objective are easy to achive (except the quest for secret places) and is more a key or button switching progress ... the last place to fight like all good release is always linked to the apogee of a fighting quest and in this place you should be warned, it's gonna be a nightmare.

In Conclusion: I really like most of Mikko's releases and this one is not an exception through it's design and atmosphere, he ones time more succeed in create a excellent map.



Playtime: 30 minutes




Rating: A B C D E (79%)