Devotion

Explore the monastery, cursed by the eldritch creatures. Find the keys and defeat the evil beings that haunt this ground.
  • Brew.png
    Brew.png
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  • cellar.png
    cellar.png
    2.7 MB · Views: 134
  • corr.png
    corr.png
    2.2 MB · Views: 143
  • court.png
    court.png
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  • Dorm.png
    Dorm.png
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  • Entrance.png
    Entrance.png
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  • hall.png
    hall.png
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  • PoW.png
    PoW.png
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Submitted by
GillianVos
Downloads
215
Views
595
Release date
Oct 18, 2022
First uploaded
Last update
Rating
3.14 star(s) 7 ratings

Latest reviews

I really liked the architecture of the map. Even if it was perhaps still a little blocky here and there. What I didn't like so much was the placement of the enemies. There were a few things I couldn't understand. I couldn't finish the map at the end: If you don't activate the second shamber, the door behind which it was hidden closes again at some point, which prevents me from completing the map. But despite that i had a lot of fun. Thank you.
Skill
Hard
This has some fantastic setpieces that were a joy to see, particularly the opening church with all the slanted windows, and the bits with the floating bricks/archways. I also love the use of colored lighting on the red windows, and that you did the func_door trick with the rising zombies.

There were a number of things that could have been ironed out with playtesting, however - such as lingering prototype textures, areas that you can unintentionally see through, odd use of clip brushes that prevent the player from going places they should be able to reach. On the latter point, one of Quake's strong suits is its fluid movement, so constraining that with invisible walls usually isn't the way to go. The map can also be sequence broken quite easily. That being said, I hope you make more maps, because there were some really cool ideas and structures in this one, and I'd love to see more!
Nice visual touches here, presenting the surreal disassembly of the abbey. I especially liked the hallway with the popout wall blocks; that was surprising and disconcerting in a good spooky hostile-environment sort of way.

Technical nits: construction is a little blocky, sometimes getting in the way of smooth movement. A few see-through brush faces too, e.g. next to some of the stained glass windows. And I think the setup for the final door is mildly confusing: first there's no message when you try to open the door; then you have to touch both gold key locations to open the door, but because of vanilla-quake restrictions you can only pick up one gold key and the other is left behind. Maybe there was a different way to design that (or if you were set on doing multiple-key-pickup, the Copper mod could be the way to go.)

Bottom line though, fun to play. :) Routing the player back and forth a bit, some cool secrets, a bit of swimming, some zombies before the GL pickup that you can come back and pop, etc. just miscellaneous good things. Although I did miss getting a nailgun, perhaps that was in a secret I didn't find? If so then IMO at least the initial NG (not the SNG) should be a standard pickup and not a secret.

Quite a solid little map for being done in 6 weeks as (I assume) the author's first Quake map release.