Fortress of the Arcane Conduit

Battle your way through the halls of the eldritch font of arcane power. Collect all four silver keys to escape the citadel and return to a more hospitable dimension.

This is my first Quake map (not the first map I've created for a game however). This is a somewhat large, non-linear map.

I created numerous custom textures for this map from scratch.

Requires Copper (version 1.30 or newer).

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Submitted by
Sodium Chloride
Downloads
341
Views
832
Release date
Jan 7, 2024
First uploaded
Last update
Rating
4.13 star(s) 16 ratings

Latest reviews

Pretty cool map! Didn't see any major issues, except that at the end of the map it looks for a "test" map instead of the typical, default "start" map.

Found 7/8 secrets & killed everyone, except for some odd ogre that was up on the roof in an area not accessible (must be that last secret). Had fun! Look forward to more from "table salt!" ;)
Skill
Normal
A very solid first release, the choice of having the map be pseudo open or one linear journey is nice. Really like the some of the custom textures in this and on nightmare some of the encounters felt solid. Has a classic vibe to it. Torn on the ring at the end. Another thing to nitpick would be using the 4 silver keys by basically just hugging a door with no satisfying visual feedback but it's functional. Unfortunately did not find the touted "super-secret easter egg".
Skill
Nightmare
This map is far from being on the way to perfectness, and in it's imperfectness it's fun to play. I like it. Maybe the secrets are kinda simple, I found 6/8 without searching for them.

Promising!
Very enjoyable non-linear romp. I really liked the mix of motifs revolving around the central area and how you had enemies drop through trapdoors instead of just spawning them in. Excellent for a first quake map.

I appreciate a fight where you can fairly easily get shambles gibbed by a spawn in.

Links back to a test1.bsp but not an issue.
Skill
Normal
An interesting map. But I still can't understand why the authors, when creating maps for the Copper modification, ignore vegetation and cobwebs? It will decorate their maps so much.
I loved the map quite a lot. Simply because it's non-linear and players' immersion rises drastically - you feel like you're choosing something, making decisions. And non-linearity is proper in here - encounters do change depending from where and when you enter the area, so it made me really happy. Other than that the map feels totally classic Quake, which is great. Must-play for Quake fans
Skill
Normal