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bern.stein.zimmer
acid

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sedawkgrep
30 Mar 2026 #12
Visually this map is one of the more striking examples we have. A consistency in design, color, and lighting bring this together to feel smartly intentioned with nothing accidental. The jumppads in particular are intuitive despite being completely invisible, making things feel more natural and organic than you might expect. The map really is a feast for the eyes and as far as I know, nothing else resembles it.

Unfortunately, at least for me, the gameplay isn't great. To me it plays like a labyrinth, with a somewhat clumsy layout, a lot of "sameness" in the areas, and a real lack of any sense of orientation. It may be the transparency as mentioned by @AEon causing this; I don't know.

All in all it's a remarkable looking map that has some nice touches, but does not play well.

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dzidek
16 Jan 2026 #11
Extremely original and interesting. The floor structure, colors, design idea and vibe is really unique. I'd love to see and play more maps like this.
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AEon
26 Aug 2009 #10
Awesome exercise with patches for very unique gameplay experience. All that transparency is a tad on the detracting side, IMO.
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J2KoOl63
25 Jul 2003 #9
I think that unique levels are always the best, like this one. Bots play fine. They don't really bunch up in a group like some levels. Lighting is good. The whole space gig makes it stay unique. Item placement is alright but good. Overall a very good map.

I give it a 9.

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[Acid]
11 Aug 2002 #8
@krekits:

the whole map is clipped, no wall is pure anymore. the floor holders are also clipped with a 45° at the edges.. for the better quake players.. the promode-guys :)

also the detail on the walls, which are numbers for the rooms btw are clipped, but not as a whole box, but single..

play this map with cpma!

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krekits
4 Aug 2002 #7
Vertex lighting really kills the idea, doesn't it? Lightmap lighting is the only choice when playing this map, otherwise it looks really washed out and blinding in a couple of areas where there's a lot of glass.

The almost perfect brush work is not true, and there a quite a number of places where tris could have been saved with almost no visible loss.

The floor 'holders', in lack of a better word, should have been clipped, and some of the wall decorations also. I agree about the jump pads, it would have been great if they could've been marked in some way.

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wviperw
1 Aug 2002 #6
A pretty cool map. I got to test this in its beta stages. Nice original look to it (although it hurts performance a ton)and the map plays TDM and FFA quite well.
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SFNative
31 Jul 2002 #5
This is a very original looking map. I can honestly say I haven't seen anything like it.

Unfortunately, it doesn't play very well. Maybe it's a trick of the eye but it seems like both you and the bots walk, not run. The jump pads are a little odd in that you wouldn't know they exist until you hit them.

But the breaker for me is my results on the first try. I went in with the default - one bot (Phobos) but set it on Nightmare.

Final score: I win 20-0.

Am I good? Yeah, I'm pretty good. I'm not THAT good.

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rokscott
30 Jul 2002 #4
Very unusual and cool looking level. Top marks for originality. Unfortunatly I found the jump pads as hard to use as the bots do :(

7 outa 10

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*papri-K*
30 Jul 2002 #3
By the way, Bernstein is a german word for amber, and Zimmer means room. The map's title fits the atmosphere.
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Staffs
30 Jul 2002 #2
I'd hardly call "!!!" a comment
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WangButter
29 Jul 2002 #1
I haven't played this map, I just wanted to comment on a quote from the review -- "You'll have to use vertex lighting if your box is not chewy"

!!!

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Comments:
12 comments (194 days ago)
Ranked:
Downloads:
4,270 & 437 LiveViews (daily avg. 0.53)
File:
map-acid3dm2.zip, 1.62 MiB
PK3 date:
16 Jun 2002
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