Azure Be Gone

Description: Runic/metal themed map based on my flecksp1 map from 2004.
This map uses the Progs Dump 3 mod which is included.

Skill levels: All of the monsters are the same on all difficulties.

Easy : Medium tier armor and extra quads.
Normal : Medium tier armor.
Hard/Nightmare : Low tier armor.


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Submitted by
Flecked
Downloads
407
Views
1,199
Release date
Nov 2, 2022
First uploaded
Last update
Rating
4.29 star(s) 7 ratings

Latest updates

  1. Update 1.3

    Moved the ceiling of skies way up. Final version.
  2. Update 1.2

    Minor texture fixes
  3. Update 1.1

    Minor texture fixes

Latest reviews

Nice update to the original ...you can't go wrong with Runic! Good use of the progs_dump critters, like those Lava Shamblers (basically mobile Chthons). Some parts are challenging, so save accordingly. Just an FYI for progression, a common button used is a modified light texture (not a big whoop, but it goofed me up at first). Also, the final encounter is quite loud, due to a healthy use of enemies wielding explosive weaponry, so players might want to lower the volume before entering.
Excellent gameplay and logically built maps. I had a lot of pleasure playing it.
Sadistic map, full on chunky brutal arenas with gauntlets to navigate between them. All adrenaline, no contemplation, no respite!

The first Fiend-jump set a tone of dodging excessive punishment, which is what I did from start to finish: circling to distract with infighting, then slaloming to lead corridor obstructions to one side, before swerving them on the other. It's difficult to know when to drop out of that kind of evasion mode, but the openness of the arenas and the tightness corridors didn't give much respite so I just kept running! Not a dull moment. I really enjoy the single-mindedness of these kinds of map, they're rare.

I really loved the slowly unlocking spiral mechanism to access the final arena (slow opening mechanisms are a great way to modulate panic), but elsewhere architectural detail irked me a bit. There's a chunkyness and scale that's relatively consistent throughout but the mechanism that allows exit from the silver key room requires a level of scrutiny on the surfaces that isn't rewarded elsewhere. A lot of the decorative tecture facets — especially the non-id1 ones — also felt incongruous: the runic metal theme is otherwise very consistent and strong, and the urge to decorate the brutal minimalism with an ad-hoc assortment of pictures feels misjudged IMO, especially so because a lot of these colourful details are more distinctive and distracting than the non-standard buttons.
Great update to original map! Set piece arenas are fun to deal with and corridor knights are fun to fight efficiently well placed grenades. New monsters make encounters much better than in original version. Map looks much better visually as well.

Well paced challenge is the real reason to play this map though.
Incredibly fun. Visuals are a bit basic, but it makes up for it in tough gameplay and neat secrets! Was surprised to make it out of that final room with my life in a single go-around.