What is with the level design in this game? It feels like after level 5, I need a playthrough of every single level, because it's never clear where the fuck I'm supposed to go
Man, this level is short, but rough. Other than the ticks and two revenants, it's all arch-viles and commando zombies. And the levels only get rougher from here on out.
If you found the Red Key in this map without a walkthrough, you have my respect, because I didn't. :| This damn map...hard as hell, confusing as fuck, and has one of the most epic music tracks in the OST. So, 1/3 isn't bad, I guess.
All the bosses in Quake are pretty lame, not just this one. It’s probably something they would have made better, but apparently they were under a lot of time pressure to release it, and everyone was arguing and generally having a terrible group experience making it. Still an OG shooter, one of my favorites
I love how the hallways and security room are a horrifying mess, while the teleporter room itself is perfectly clean except for that thick trail of blood leading from the teleporter to the door.
This map reminds me of Impossible Mission and Tombstone in Plutonia thrown into a blender. I notice that the final area follows a pattern of "optional big fight area" that appear in some of Anders Johnson's maps. Not the way I would do it on a map usually, but I still appreciate the gesture. The Spider Mastermind(s) still can't get a decent fight, I see.😅
Plot twist - When you find the Commander Keens, they let out high-definition, human screams instead of PC speaker yelps. (Well, obviously not but it would have been one helluva easter egg)