Crack in the Sky

A 15-45 minute long Copper map about navigating the ruins of a floating civilization and fighting its new tenants, with an interconnected layout inspired by the tropes of Fromsoftware level design.

Tested for Quakespasm and Ironwail.

Copper not included.

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Submitted by
1600frogs
Downloads
762
Views
2,581
Release date
Apr 9, 2023
First uploaded
Last update
Rating
4.16 star(s) 25 ratings

Latest updates

  1. v1.2

    - Changed sequencing of one secret to prevent a skip - Minor texture alignment changes
  2. v1.1

    Removed test level change trigger from right below spawn

Latest reviews

Played through it on Skill 2 using the Ironwail source port and Copper 1.20

Huge map set on the floating remains of a Castle. The first things that catches the eye is the use of a custom soundtrack, plus the sunny sky box which feels like a breath of fresh air compared to the usual Quake settings.

This is a linear map with a huge emphasis on exploration and secret discovery. I managed to find 7/8 secrets, including the secluded island accessed with the Gold Key. Despite of this, there is more than enough combat with emphasis on enemy positioning and great use of Ogres. The mapper makes a great use of shortcuts and player communication to make sure you never get lost.

Had a blast playing through. Highly recommended 5/5
Loved the look/theme of this level, and the layout/connectivity was great with all the shortcuts and reuse of areas.
Very good map that successfully pulls off very open and sunny style rarely seen in Quake. I like that the map is spacious, you can easily move around various arenas, which adds dynamism to the fights. There is a nice sense of progression by climbing higher up the island, and interiors and exteriors are nicely interwoven together. Secrets are pretty easy overall, the highlight is the rocket launcher secret, very cool one! Combat is moderately difficult on hard, encounters are generally straightforward. There is one vicious shambler backspawn that I feel is borderline unfair (I'd prefer 2 shamblers in front than 1 behind in that situation). The map is also very light on armor (I think there is only 1 green), which may provoke overly cautious play.


My blind playthrough on hard (I think I went the expected route and didn't encounter progression issues as the result)
You can tell a lot of love went into making this, I cant really place my finger on it but I just had a lot of fun playing this, great job!
excellent visual theme and flow
clever use of brushwork although some parts (secret areas) were noticeably recycled
ending was a bit underwhelming with the teleport waves and func_door pockets of cover
Cool-looking floating island castle. Mostly nice brushwork. A fun concept, and lots of good ideas, mostly falling short of being executed very well.

This falls just short of 4 stars.

As I said, the brushwork and texturing is mostly quite nice. Well lit, which I like. A few walls could have used clipping, but it's a minor issue.

The main things that bothered me were the combat and the secrets/exploration.

The thing is that the combat was 90% spawn-ins. Sometimes it's fine to use spawning enemies, but when all the combat turns out that way, it doesn't leave much room for strategizing when looking at a space. I think the environment could allow for more moving walls and monsters jumping in, and staggering the spawns. A lot of time, the player enters a room, right at the center, and is suddenly instantly surrounded by the entire battle. Or kills a crowd, then boom a new crowd is spawned in instantly, together. Copper makes it really easy to add delays to spawn-ins, all of which could use the same triggername. I don't think that feature was used at all.

Also, progression of monster spawning was broken a little bit, due to non-linear progression. I know how hard it is to account for the various ways that players might move around a non-linear map, so I understand it. But I got all the secrets, but was still missing about 20 monsters.

As for the secrets: most secrets were triggered without there being any reward, or, the reward for the secret was confusing. I think one secret leads you to a gold key, but then I ended up at that same spot where the key was later through normal progression, so I was confused about what the secret actually was. I guess the reward is that you get it early? which is weird, because a reward shouldn't be "Hey, great: you get to play less of the map!" Otherwise, that means the reward for the secret ends up actually being... nothing.

Another two or three secrets were triggered in empty areas, and the rewards were given after looking around for another secret little cubby/ledge/whatever, after finding that area. The gold key secret was like that as well, I think. I guess here the idea is that the area is the secret, and the player can then look for a reward... in that area?

Lastly, the floating rock platforms confused me. I reached them via secret, but then they also seemed to be part of progression? One button moves them around, but the position they end up in yields platforming that can only be done with rocket jumping.

Overall, I think if the mapper had spent a lot more time making combat that wasn't just monster spawn-ins, and made secrets be simpler. It'd have felt a lot better.

I'd love to give this map 4, or even 4 and a half stars, but it felt more like a map all about nice brushwork, texturing, realistic lighting -- and then after the map was done, trying to fit combat and exploration haphazardly.

I look forward to more maps by this mapper, because the environment and world were so fresh and fun. But I hope the next map spends a bit more time crafting complex combat, playtesting, and playtesting more. And keeping secrets simple: find a spot with an item - that's the secret.
1600frogs
1600frogs
Thanks for the detailed feedback. This is the first I'm hearing about broken spawns in this version. Progression should be entirely linear save for the bit with the 2-key door and the bigger secret. What part did you manage to progress through nonlinearly? Might help me narrow down what was broken with the spawns.
Hands down one of the best Quake maps I have ever played. The rhythm, the difficulty, the visuals. Everything fits perfectly. Even hunting secrets was fun, although that's something I'm not really interested in.
Smashing design. Love the pacing between interior and exterior areas, which have a great colour scheme and texturing. The secrets are fair, only one I had to wander around for.
Perhaps too light on armour, as there's a lot of health, but the combat was fair and fun.
Crack in the Sky offers a refreshing visual change from the usual Quake fare, while not seeming so out of place as to distract. The visuals are further aided with a real "weight" which gives the structures some verisimilitude even as they float in midair. But what really stands out is the inter-connectivity throughout, always bringing you back around to familiar locations without ever feeling forced. This also allows the secrets to feel a lot more natural than the typical "button moves wall" trick we've come to expect from Quake. The map isn't particularly difficult, and only takes about 30 minutes at the most, which ensures it never overstays its welcome.
It's not exactly perfect, but it's definetly faaar above avarage. Far above in the sky! So you must play it - now!