— hitscanner apologist ⚡
— tired trans woman ⚧️☣
— not always grumpy, she just looks like that 💀
— level/environment designer 🔨
— Current work: Skin Deep (at Blendo Games) 🐈

📍 Adelaide, Australia

Private page (for friends): @garbagegrenade


Just finished playing through this new-ish release: a very compelling short Quake episode that really leans into dense, aggressive encounters. Three maps, all quite stylistically distinct, all short and sweet.

Combat is also subtly tweaked in interesting ways—for instance, monsters have reduced HP, but aggro faster, turn faster, and have no pain chance. Your melee weapon is stronger, but ammo caps are reduced. It feels focused on taking the simplicity of old-school Quake encounters and making it harder for experienced players to dance freely around them. Everything still feels like Quake, but different enough that you're a little unsure of yourself; the internal algebra of ammo and health has turned fuzzy, and it makes it all just a bit riskier than usual.


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in reply to @trashbang's post:

These were fun maps, thanks for the recommendation! One thing that strikes me (and about a lot of maps by new faces in the community these days) is how comfortable people are just using lots of fiddly brushes for details now that r_speeds and compile times aren't the issues they once were.

Not sure I like all the various mod changes, but I do like idea of the pistol as your basic weapon so that the later shotgun can stand on its own a bit more, and I liked the cultist enemy that throws lavaballs.