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New official Quake 1 episode released!

talan

Augur
Joined
Nov 18, 2010
Messages
158
Played through it on hard. I liked it.

Penultimate map had three shamblers (on hard) right next to exit, placed in such a way that running past 'em really wasn't an option. Due to that, I started the final map with a severe lack of supplies which made its beginning quite... problematic. And I agree about final map being somewhat disappointing.

Still, I enjoyed this very much. Would really love to see more episodes made in this sorta nu-classic style.

There is a Quad Damage you can rocket jump to near the gold exit before the starting halls. I cleared out the vores in the starting halls before the descent to the fiends. I went back and grabbed the Quad Damage, then rushed the fiends with the super nail gun, then rushed the 3 shamblers with the lightning gun.
 

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,736
I think map actually expects the player to utilize monster infighting to conserve some ammo - making the shamblers attack the death knights made the fight much easier. Also, looking at the gibs and DK heads flying everywhere was kind of fun.


WTF were you listening to at the beginning sexbad? :P

I dont know if it was that gay porn in the background, or distorted FoV with head bobbing on top of it, but after 20 minutes of watching this i got nausea that i couldnt get rid of till the end of the day
 

Ba'al

Scholar
Joined
Jun 26, 2016
Messages
203
Finished this on nightmare. The ammo shortage is absurd on some levels, finishing them without the use of secrets or infighting would be quite the challange. It felt like a third of the levels had shamblers near the exit, which gets old fast, but there's usually a quad damage to find on the way. I didn't manage to find one in the last level though, so I had to trick the shamblers into damaging each other. I had just enough shells to finish one off, the last one I had to axe to death in a spot where he couldn't reach me (good thing sexbad mentioned this tactic).

Penultimate map had three shamblers (on hard) right next to exit, placed in such a way that running past 'em really wasn't an option. Due to that, I started the final map with a severe lack of supplies which made its beginning quite... problematic. And I agree about final map being somewhat disappointing.

Still, I enjoyed this very much. Would really love to see more episodes made in this sorta nu-classic style.

There is a Quad Damage you can rocket jump to near the gold exit before the starting halls. I cleared out the vores in the starting halls before the descent to the fiends. I went back and grabbed the Quad Damage, then rushed the fiends with the super nail gun, then rushed the 3 shamblers with the lightning gun.

There's a red target switch in the room with the quad damage that makes a staircase upon shooting, allowing you to reach the power-up.
 

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,736
It's easy to overthink some secrets - for example, in the level where you first meet zombies and get the grenade launcher in the start: the medpack and something else on a high platform (from left of it, there's a crusher, switch on the right side). I thought it required grenade jumping and spent several minutes trying to get it right. After i jumped there, i discovered that there was actually a push-wall near the switch that raises crusher thingie that blocks the way to the golden key. Same thing for a mega-health pack behind a wall with lots of holes in it.

So there's always a hidden red switch, red wall that you can shoot, or just a jumping puzzle
 

Grim Monk

Arcane
Joined
Nov 7, 2011
Messages
1,218
Finished a couple of days back on Nightmare.

I enjoyed the use of traps, and about 3 of the levels.

I didn't have any shortage of ammo on the last levels as described by many here.

Honestly for a supposed new "Official Episode" this is disappointing.

As far as I can tell there was absolutely no new added content.
(People say there are new textures, but I didn't notice any...)

They couldn't be bothered to do minor stuff like add a ending text crawl.
On beating the episode you are just dropped back into the beginning intro (difficulty select) level...

The level design is rather mediocre, especially how they did many of the secrets.
Looking into an obvious alcove or behind a crate is treated as a "discovery".
:popamole:
It gets better later on, but in the early levels it was insultingly patronizing.


Final rating "okay" and :salute:to Machine Games for at least trying.
 
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