Euclid's Nightmare

Venture deep into the darkest depths of my mind. Experience the torture and mental anguish that comes with these dangerous visions from my mind. Hence the title of this mod; Euclid's Nightmare.

It features 20 brand-spanking-new maps all hand-crafted by me. (Includes my very first maps!)

Not only this, but it boasts an original score composed in the style of the quake soundtrack along with a few new surprises.

Some levels were made with Progs_Dump v_300. (IMPORTANT NOTE: If you end up with a google drive link you're in the wrong place :\)

Trailer:

The idea of this map pack is that if it's not a Nightmare for me to play, then it's not hard enough. These maps are NOT perfect. Sometimes they can be a bit wonky in terms of balance, and sometimes the levels can feel unnecessarily cruel in terms of challenge. However, I've done my best to mitigate these issues in the future update 1.11 (which you should play over 1.0)

I designed these levels in an attempt to show people how I feel about life. Extremely frustrated, constantly facing against nigh impossible odds (but if I search for resources there is somehow always a way through), and the constant worry of what I'm doing is even worth doing because it all blends together!! (Just like some of your comments on the quality of my levels! :D)

However, it's not like I didn't balance my levels. Even though they can feel overly difficult at times the challenge is always surmountable if you have the sheer will, determination, and skill to overcome them. This map pack is NOT for the faint of heart. The atmosphere in each map is deliberately designed to be as oppressive as possible. If it wasn't, then the title of 'Nightmare' wouldn't be very fitting now, would it?
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Submitted by
Euclidius
Downloads
802
Views
2,821
Release date
May 10, 2023
First uploaded
Last update
Rating
3.00 star(s) 15 ratings

Latest updates

  1. Patch 1.12

    -- Bug fixes and tweaks to difficulty for the casuals in Wussy Baby skill. Remember, there...
  2. Euclid's Nightmare 1.1

    Hello! My name is Euclidius, and several criticisms of my maps were taken to heart! Difficulty...

Latest reviews

I'll go against the grain here. I actually really enjoyed this addon. Asides from some bugs with textures in a few areas, the maps are fun, though I feel episode 2 and especially 3 are much better than the 1st. I found it to be fairly challenging on Hard, but not to the point some of these people are saying though. I never had to use cheats nor did I run out of ammo.

My main gripe is that the use of the added content seems to be extremely inconsistent. Many of the levels don't have any of the new enemies whatsoever, nor the added items, so a big chunk of the maps just feel like vanilla Quake. Not really an issue in of itself, but the limited use of the new enemies was a bit disappointing. It felt like they were only used in episode 1 and parts of episode 3.

The music is a big highlight, as is the story line. I especially loved the final boss battle of episode 3.


All in all, a great effort even if a bit ambitous from a newcommer, but right up my alley as it feels like an old school 90s mapset almost.
"Unavoidable Millisecond Shambler Ambushes - The Map Pack" - it's doable, but it's not fun.
Too hard. Annoyingly hard. Too many top-tier mobs in one space. That's not hard but annoying. You just idiotically run in circles and then next samey battle.
Efforts are appreciated of course. But it could have been better to make 1 memorable map, polished & balanced, than gigantic project that feels like a giant waste of creative energy
There is a lot of work and enthusiasm invested in this MOD, but unfortunately, youth and inexperience of its creator, have played against him and the final result of his work. In addition to his answers in the comments above, there seems to be a certain tone of arrogance, which makes us think that in his head is far from the the idea of accepting the criticism of those who, after testing it, criticize his work, no matter how well reasoned they are.

It is a huge MOD (300 megas), but unfortunately it is also a bit mediocre: Levels with an infinite amount of narrow and incoherent corridors and huge rooms all empty, one after the other, and practically in each one of them a shambler and/or 20 enemies. A
simple "old school" aesthetics, with a typical pharaonic and insane architecture, without logic or sense, that seems to be made by the reproachable architect Calatrava and the painter Barcelo together, in the middle of a drunken. Unreal, "old-fashioned" lighting, flat and lacking in volume in most of the MOD (in the final levels it seems to improve) and a total lack of plot or storyline or even rewarding any visual rewards (eyecandys) for the player after overcoming the continuous, tremendous and difficult combats, which in case of playing without cheating, involve many repetitions of death-and-start-again with the consequent dedication of time and effort that it implies.

In addition, the absence of an objective makes the player not experience a sense of progress when changing map, which generates a growing sense of uneasiness and from the fifth or sixth map the same as the previous one, directly feeling of anxiety.

On the other hand, the music in general is quite well chosen.

Potentially the author seems to have the capacity to make great levels in the future (as long as he understands that "fun" is not about putting 100 shamblers and vores in a MOD and that an actual Quake level is much more than just a lot of many empty rooms linked together).

In short: many hours of work with Trenchbroom, for an unsatisfactory final result and a lot of bugs.
Let's hope and wish that their next work (or a more polished version of this one), will be better, because the author shows good skills and enthusiasm and it would be a shame not to continue making more and better levels.
mid tbh

music is cool tho
So I'm part way through chapter 1 and poked at 4 because I'm weird. I poked at a little nightmare but I'm doing normal for now.

I like a lot of this. The brushwork is basic, but it's got a certain charm to it. Like it was built in a pre-limit removing port. The trees are cute and the spaceship in the second level is charming. Some of the set pieces are like, "I built this out of duplo, but it works because it's quake and I'm here to fight."

The arenas are fun to fight in, you have plenty of ammo to do it with as long as you look for it, and if you're low on health if you look hard enough you'll find more. Very welcome, I enjoy challenging-but-not-because-no-ammo-lol. You get decent weapons fairly quickly and by the end of level 2 you have the full arsenal.

The arenas are great. The brushwork may be basic but the places to fight in are fun and well thought out. I haven't run into anything shitty or lazy that wasn't like "a coin-flip on where you're looking on an elevator" which is fine.

However, I have one major gripe:

👏 Too 👏 Many 👏 Vores 👏 and Shamblers 👏

And I feel bad having this gripe because, again, NONE of the individual encounters are shitty. If there are vores you can, with work, pick them off at range or shake their wad. If there are shamblers you can find cover. Even when something gets dropped on you from behind you're never in a position where you would just be fucked (See the very old Age of Punishment for some real fuck-you shambler placements).

The problem is, there are just too many of them. In the first level alone there are something like 8 or 9 shamblers and a shambler, vore, or both in every encounter after like the second room. There's an area in level 2 where a shambler is watching you through a window that you have to fight (like in Dwell e1m1). But it lacks impact because I've murdered 20 of them already.

None of these encounters on their own are bad, far from it. They just lack impact and turn into tedium from the quantity of them. I was excited when the lightning guy encounter happened because it was not shamblers or vores.

I'm going to keep going and update this as I go along (after a break). I like a lot of this. Just not THAT aspect of it.
Euclidius
Euclidius
I hate to disappoint; But I love Vores and Shamblers as much as Dario Casali likes Revenants, Chaingunners, and Archviles. I don't let up on Vore or Shamblers because my consensus was this; "If the level isn't hard for me, then it's not hard enough."

A common point of contention I have with a lot of quake maps is there aren't enough challenging enemies to fight and the challenge stems from no ammo and health.

I'm sorry you don't like my vore and shambler placements, but I made sure to give the player ample room and opportunity to deal with them. I made this set under the impression that people already know that shamblers, vores, and everything in between already exist. Like I said; "If it's not hard for me, it's not hard enough."

But your criticism is noted. I'll do better to make shamblers and vores have a bigger impact in the future.