

Nice secret-tease.Īlso I think I'm noticing that the maps are making more of an effort to look like they are transitioning to/from each other? With the "base" monsters lurking around the entry of map 2a, and the exterior view at the end of 2a matching the beginning of map 3.

And I'm intrigued about that other (presumably) exit slipgate that (presumably) goes to map 2b. :-) Some very slick new-monster intros and A+ vent-crawling. I'm usually not a huge fan of base maps but yeah it was really good IIRC. have you smash a bunch of shamblers right as you exit.īTW I realize I didn't comment on map 1! I wasn't thinking about this func thead at the time. gives a feeling of escaping into a new mysterious zone, pretty different from the feel of a lot of maps that e.g. A different look, and the monster density actually dwindling down to nothing as you leave.

One other small nice touch BTW: the transitional area as you exit. (After all that maze-ing I'm actually super curious to see some sort of layout or overview of this map.) The momentary escapes into above-ground and even rooftop zones were great, and I think would have balanced out the map feel perfectly if the tunnelling had been pared back a tad. It never _quite_ got to be too much, which maybe just means that uKKo did a good job here of using that to raise tension? I dunno, I think I do prefer his smej1 map, when it comes to routes having a lot of variety and not piling too many intersections-to-unwind into your brain. A little too much of the "dark underground maze" thing? Like, that specific feeling where you're already remembering two intersections that you need to go back and check the other branch of, and then you come across another very similar intersection and *sigh*.
Download quake 1 torrent mod#
Please note: running the game with a different -game prefix, or none, and changing the mod to smej2 via the console in such engines that support this may lead to unwanted config state being carried over from other mods, leading to potentially unpredictable results. Fitzquake-derived engines such as Quakespasm or MarkV are recommended. Start your favorite Quake engine port with '-game smej2' appended to the command line.
Download quake 1 torrent zip file#
Unzip the contents of the zip file into your /quake/ directory, so that the /smej2/ folder is alongside, not in, the /id1/ folder.
Download quake 1 torrent Patch#
There's a patch bound to happen so we'll release source with it. News | Forum | People | FAQ | Links | Search | Register |Įpäpuhtauksien Virta (Torrent of Impurities)Īuthors: zigi, VuRkka, uKKo, NewHouse, LuGia, Mazu, Smilecythe & Immorpherħ new maps, new music, new sounds, 4 new monsters, 1 new boss. Changes in the mod version include things like shell ejection, seeing rockets slide into the tube, additional frames for nailguns and a spin up/down on the SNG like Q2s chaingun. Func_Msgboard: Q1EP: Torrent Of Impurities Quake 1.5 is firstly a weapons overhaul, the original weapon packs goal was to redo the quake 1 weapons to give them more feedback.
