Dwell

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Dwell is a four-episode mod project that aims to deliver high-quality original levels along with brand new weapons, monsters and more in a cohesive, overarching campaign. Expect a punishing difficulty curve and expansive, combat-heavy maps aimed at players looking for a new challenge.

Episode 1 and 2 are available now, with the others coming soon!


Following the destruction of the hideous Shub-Niggurath, you scoured infinite dimensions, a guardian against her deep-rooted rot. Decades passed, and with the whispers slowly subsiding, you were finally laid to rest. A shallow, fitful slumber awaited you for the rest of your days.

That was until now. Being rustled from your rest, the voices whisper yet again. Yog-Sothoth has tangled his tendrils in your reality, constructing legions to his side to reanimate long-dead gods, elements of life itself taken and twisted to their will in the hope he shall return to a physical form to consume yet another reality.

You must yet again become the guardian, to take down what dwells beneath...​

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  • 23 new levels, including 3 bonus maps.
  • 2 new bosses warding the runes of power.
  • 2 new weapons with unique skill-based mechanics.
  • 3 new monsters to face-down.
  • 3 new powerups to enhance your abilities.
  • A full OST by Alekswithak.

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  • A modified Quake engine with increased limits, transparency support, lit water support and BSP2 support is required, we recommend the latest [Ironwail].
  • Also tested for compatibility in latest [QuakeSpasm] and [VkQuake], albeit with minor visual issues.
  • It it highly recommended you update your source port of choice to it's latest release before playing. Otherwise, expect bugs.
  • Other source ports may have game-breaking issues, and are not recommended.

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Alekswithak - Lead Composer
Bal - Level Design, Art, 3D Models
bmFbr - QuakeC
Danz - 3D Models, Sounds, Art
Fairweather - Project Lead, Level Design, 3D Models, QuakeC, Sounds
Greenwood - Level Design, Textures
h4724 - Level Design
JCR - Level Design, Sounds
Juzley - Level Design
Khreathor - QuakeC, 3D Models
Makkon - Art
Markie - Level Design, Sounds, Music, Art
Mazu - Level Design
Pinchy - Level Design
PoolboyQ - Level Design
ptoing - Art
Shamblernaut - QuakeC
VoidForce - Level Design, Textures, QuakeC

Additional Credits:
Lunaran, Sock, Metlslime, Dwere, Richard Whitelock, Raven Software, Digital Extremes, Lobotomy Software, Croteam, and most likely many others.

NON-EPISODE / BONUS MAPS
The Dwellingstart.bspby Bal
Perfect Annihilusdwelldm7.bspby Mazu
Deck 37 BCdwelldm3.bspby Mazu
Weeping Shades of Indigodwelldm2.bspby Henry

EPISODE 1: THE SHIFTING DOMAIN
Into the Myoidd1m1.bspby PoolboyQ
Duet with Duatd1m2.bspby Greenwood
Under a Funeral Moond1m3.bspby Voidforce
Arrivée de L'étrangerd1m4.bspby Fairweather
Vestigiald1m9.bspby JCR
That Which Can Eternal Lied1m5.bspby Henry
Within The Flayed Kingdomd1m6.bspby Markie
Darkstar Triumvirated1m7.bspby Pinchy
Prescience Overloadd1m8.bspby Mazu
Ankhs for the Memoriesd1end.bspby Fairweather

EPISODE 2: THE SUNKEN CITY
Technomagical Transfusiond2m1.bspby Fairweather
At Swim Two Birdsd2m2.bspby Juzley
The Pale Sund2m3.bspby Markie & Bal
That We Should Voyage So Fard2m4.bspby Bal
Mayan Over Matterd2m9.bspby Greenwood & Fairweather
Stir Fry Medusad2m5.bspby Fairweather
The Waters Belowd2m6.bspby JCR
Blessed Dwellings in the Darkd2m7.bspby Pinchy
Abyss of the Troglodytesd2m8.bspby Mazu
Apeirohedrond2end.bspby Bal & Fairweather
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Submitted by
Fairweather
Downloads
6,155
Views
22,000
Release Date
Feb 2, 2023
First uploaded
Last update

Ratings

4.74 star(s) 46 ratings

Latest updates

  1. V2.2 - Spring Cleaning!

    A much more minor update than the last, this update is mostly to fix lingering bugs to put a bow...
  2. V2.1 - Bug fixes, New features and more!

    Overall - Added new impulses to automate various self-restrictions for challenge modes: -...
  3. DWELL - EPISODE 2: THE SUNKEN CITY

    After two years in development, we hope it will have been worth the wait! This update...

Latest reviews

This is fantastic. I wasn't sure if I'd even played the first episode but as I got into it I realised I had, but the addition of that boss map was nice. Very nice boss battle with the intermissions.

It starts out nice although I think d1m1 could do with some polishing, but just keeps getting better, the highlight for me is the atmosphere of d1m5 by Henry. But d1m3 that outdoor area is fantastic. d1m6 some beautiful texturing. d1m7 unfortunately just couldn't figure out where the SK is, I noclipped for 10mins. I don't think I had this issue first time I played it. But overall it's out of place as a void map and I'm not a fan of voids. Mazu's is nice without being overwhelming although a void at least it's not floating jump pads.

But then the second episode takes thing to a new level from the offset, d2m1 to m5 just beautiful. d2m3 with all those angles this has to be visually one of the best levels I've played, without the need for huge set pieces, which d2m5 is similar but with the set pieces. Bal is such an artist.

d2m6 probably the weakest looking, that could do with a bit more detail in the first half, or even scrap that part altogether.

Unfortunately d2m7 while it looks great, is confusing to finish. Again I noclipped for probably 15mins I have no idea where that last power cube is. Eventually just noclipped to the exit because there were only 20 enemies left. Probably missed some unclear button or teleport that doesn't look like a teleport somewhere.

I heard d2m8 was a chore so I made sure to do that one on easy, which was actually perfectly fine, it felt easy. I know Mazu maps can sometimes get a bit too much on normal and above. Maybe easy was a bit TOO easy. Of course those few annoying puzzles I noclipped through - I'm not playing Quake for puzzles. But the map looked great. Then the boss map was awesome, what a wicked boss and quite unique. New bosses/enemies in Quake have tendency to just be the same old thing, but this boss felt different.

I can't wait for ep3/4 especially if they get even better than this. I would personally just polish up a few of the under-detailed maps here, fix the navigation issues in d1m7 and d2m7 and and get d2m8 a bit less of an overwhelming deathtrap.
The rotary shotgun is simply the best addition to quake.
It's an upgrade without making either shotgun obsolete.
And serves a great alternative to the nailgun when you want to preserve its ammo - wihout slowing down the game as the super shotgun.
Skill
Hard
One of my favourite mods and arguably one of the best quake mods ever made. It's main accomplishment is that there's a clear vision and central story idea for each episode and all the maps piece together very well to create a living, connected world to explore. While the earlier maps feel majestic with their impressive architecture, grounded in a more worldly setting, the experience takes a frightening turn as you travel deeper and deeper into far more nightmarish and alien environments with hostile and oppressive atmospheres. Together this really teases the imagination and makes for a very immerisve and intriguing experience. While I like Epsiode 1 the most because I find the ancient egyptian theme really interesting, Episode 2 is just extraordinary with that new art style and inspiration taken from the Cthulu Mythos. Quake was always wating for a mod like this to make the most of it's ideas and take them to the next level. All the mappers deserve praise here and their strengths and mapping styles are applied to create a very well crafted episode.
Great work!

PS: Abyss of the Troglodytes is a fucking fever dream 😣
Skill
Hard
In particular, Dwell is an incredible mappack.

As other players have reported here, I feel that some maps are too long for their type of design.
I feel that for the most part, some maps don't have that innovative a gameplay design, I feel that the maps in general fulfill an aspect of "Maps that just look like just maps."

That only counts in terms of specific gameplay design. Are there some amazing designs here and there? Absolutely! However, in my opinion, I feel that the maps hold their own in terms of new content such as: new monsters, new textures, and a new soundtrack. Oh, and not to mention the Rotary shotgun which I feel could be a slightly more satisfying weapon, but it's certainly good, and the Crystal Lance is perfect.
Skill
Hard
I love everything about the desolation and melancholy of these fallen worlds.

Extra special shoutouts to "The Waters Below" by JCR, so masterfully encapsulating the unnerving Lovecraft mythos: treading in a place so hostile and obscure, yet inexorably tugging your curiosity to explore it, against your better instincts.

It pains me to notice that most people in Youtube walkthroughs are playing this map with a Quake port that doesn't display the outdoor weather/lighting effects which are crucial to its atmosphere.

Future episodes have a tall order to follow and I hope the authors will take as long as it takes to realize their vision.

Thank you for the journey so far!
Skill
Normal
This shall go down in history
Skill
Hard
dwell ep1: when this came out, i was at the height of my love for quake. it's easily one of the best experiences i had with quake in every single aspect (design/music/etc). i think i played it three times (i prefer to play things once) and discovered a majority of the secrets. i also did a level critique stream too? it's been awhile but i skipped it because i wanna experience it fresh when all four episodes are released.

ep2: the biggest downfall of this is that it's not episode 1 and wasn't released the same year... i have a kind of nostalgia for that time. it's not as strong as ep1, but it's still quite incredible. i'm horrible at secrets, as i averaged about 60% for the first five maps, and very little for the others.
i see complaints in other reviews for M7 & M8, and i get it! but i loved them! M7 i was a little confused but that was mostly on me. M8 was so much fun! i admit i had to savescum to complete that jumping puzzle section with the nails at your back, and i rocketjumped to a couple places i didn't have the skill to get to. but it's honeslty pretty fun to just marvel at a map that's HUGE yet didn't suffer in detail or effort - are you human, mazu?

ep 3 and 4, i'm very excited for and do not mind them cooking in the oven for however long they need to take! thank you all! i love y'all!
Skill
Hard
This is one of the best Quake mods of all time... there's no need to say more.
Highlights for me were Duel with Duat, Under A Funeral Moon, Within the Flayed Kingdom, We Should Voyage So Far, The Waters Below.

I had a ton of fun playing these maps.
Skill
Normal
Some of the maps were tedious and long, but a few were really great. Episode 2 had a few especially well-made maps, but also some bugged-out ones.