Deathmatch Dimension

Enjoyable to play and behold all throughout! Great use of the moving Ironwail skyboxes, awesome atmosphere. Very clever reuse and repopulation of the maps without getting confusing. I'd say dmd3 was the only map where I was quite never able to fully internalize the layout of the level, and when I was "endgame" secret hunting, I had trouble finding my way to some particular rooms I wanted to explore.

The maps also got predictable in some ways, like you could almost always count on monsters appearing upon picking up keys and whatnot. Also, there was a lot of spawning shamblers in pairs. I figured the idea was to make it harder for the player to cheese the monster, but in nightmare difficulty, due to the change in the monster's behaviour, more often than not, they ended up being cheesed pretty easily regardless. So, these shambler fights often felt more tedious than challenging.

I've yet to play the campaign on hard, which would probably alleviate the dual shambler issue, but regardless, these relatively little issues aside, it's an excellent episode that I would include among the must-plays of custom Quake content. I'd rate the map maybe around 4.9/5 or 4.95/5. Very specific, I know, but hey, that's my gut feeling, a very specific gut feeling.
I'm a sucker for remixed levels.
That blend of familiarity and new made me feel like playing Quake again for the first time, or rather remembering how it felt.

Thank you for creating this!
Brief and straight to the point maps, the kind I like. Excellent work!!!
Extremely polished with fun and challenging gameplay. Surprising combat setups even using only vanilla monsters. High replayability, fun secrets, balanced weapons. Fantastic job, than!
god-tier stuff here! excellent work
The map succeeds very well in maintaining the feeling of a deathmatch map but incorporating single player content. I was quite lost in places because of the many switches and doors. But at the end of the day I had a lot of fun. Thank you very much.
Very nice stuff, just slightly disappointed with old maps being exact the same. However dmd2 and dmd8 were really brilliant. Everything is built really nice and gameplay is good.

Had hiccup on dmd4 where final door didn't open somehow but there was a way to sequence break it to get on the bridge. Really tried to look a way to finish the map normally but couldn't find a way.

And I guess there were very little surprises in combat, not that many set piece fights that have you think a bit or even retry. Didn't die a single time on hard difficulty.
Fantastic oldskoolish episode. In par and even better of some official ones. Maps unfolding in a very attractive way. Couldn't leave the pack before the episode end. Top notch visuals and puzzles. Long time I had such a blast in 'vanilla' Q1. Many thanks Than !
One of my favorite recent releases for sure.

Every map looks great and has interesting exploration/pathing. Combat on skill 2 is challenging in a fun way. The map sizes are just right and the episode progression works pretty well -- not perfect, but better than some episodes where you are just swimming in ammo and power weapons in latter maps.

The nostalgia twist on these is the secret sauce... the map structure has obviously been rebuilt rather than just copied, but you can still easily recognize some familiar locations and routes. Then the map will surprise you with something that has been changed or added. Just a great balance there.
Great campaign. I'll give it a 5, with the caveat that I had some ammo issues on two maps (a personal pet peave for me).

Secret map was easily my favorite, though I also liked the take on dm2 which is my favorite og deathmatch map.
Great level pack, moster placement and layout are amazing as well as visual details.
Have only played the first map so far but i can tell this episode is going to be great all around, overall the architecture is very polished and beautiful and the difficulty is well balanced, hope to see more like this in the future.
I already posted some thoughts on this episode earlier after playing a couple of maps and I'm glad to report that my initial impression held true to the end: this is an amazing pack.

It's great all-around, but where it shines the most is in its layouts: than managed to flawlessly translate the open design of DM levels into a singleplayer experience, connecting rooms and sections together in ingenious ways, yet always managing to keep the player on track.

The Dark Portal is just as good as it ever was and of the new maps, Hemephobopolis and The Edge of Oblivion were the standouts to me, combining the aforementioned layout wizardry with chunky combat and beautiful visuals.

Deathmatch Dimension goes straight into my folder of essential Quake releases. A must-play.
These are exquisite. I'm crazy about this episode. It tickles my brain in all the right ways.
Absolutely amazing!
I loved every map, even the start map is just perfect.
I don't want to give any spoilers but the last map really surprised me. What a beautiful rendition of The Edge! The fighting was great and the implementation of secrets was done very cleverly. This was the best release recently in my opinion.
Fuckin' awesome. Some of these maps have been classics in their own right for years, but it's amazing that Than finally completed the entire set as a full-on episode. As usual from him, all the new maps in this set feature stellar visuals, lots of cool chunky mechanical contraptions, and tricky combat scenarios that throw curveballs at the player while remaining fair.
I wouldn't want to play this much above Easy (although, as alexUnder notes, it's not as super-hardcore as many maps are nowadays, and I probably could do it on Normal), but this is a superbly designed set of maps, each clearly inspired by the (original) deathmatch map their names reference, but with a huge amount of intricate and expansive design work around their themes.
I did find the secret map - and most of the "unmarked" secrets - but wasn't so hot on the "normal" secret hunting in general, especially on some of the later maps.
Than does obviously love shamblers, and I *guess* that's okay.
Absolutely fantastic.. An incredible example of good level design and reuse of space. The visuals are top tier but not at the expense of game play and encounter design. Fights are tight, quick and challenging without ever being frustrating. The use of angles are done very well with enemies coming at you from varied directions, and the reuse of areas with you revisiting them from different positions is great. Thank you Than.
It's highest quality possible for a more or less vanilla episode. Visually maps are highly detailed. Brushwork is elaborate & interesting. Overall structures composition and lighting are gorgeous. Layouts of maps are ingenious. Best possible. Everything is so intricately interconnected so I am constantly amazed. As for encounters they all are perfect. Not hardcore as trendy nowadays. Normal is Normal. But always very challenging. Multidirectional & sometimes in waves. A lot of verticality... All in all this one is perfect work. And I think it should be released in official Quake as official Add-On. I realize I sound like a fanboy. Well maybe I am, why not, I really admire the episode