Nameless Revenge

Nameless Revenge is a large single-player Quake map with a looping structure that has players traveling far along, high above, and returning to already visited locations from new vantages. This was the first long-term Quake mapping project I ever completed, with development spanning about a year as I began a full-time job in a games industry after completing my masters program.

I began this project mostly to learn Trenchbroom and worked without constraints in either my design or development practice, for better or worse. I made many mistakes that I had to later fix or work around but also did things that helped me to learn a lot about my sensibilities and what I could be capable of as a level designer working with Quake's engine, monsters, its codebase, and its vast community of professional and amateur developers. Subsequently it is amateurish but ambitious, and yet I think it captures the delightful and surprising qualities of the convoluted scale of some levels in its primary inspiration, Bloodborne. I learned much during its development and it's a point of pride to present this messy thing.

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--installation instructions--

Place the nr-mod folder that is in this zip file into the main directory of whichever Quake engine you are running alongside the id1 folder (if you intend to play this in the 2022 re-release, you have to put the nr-mod folder inside of the Quake/rerelease folder instead of the main directory). You may be able to use a mod launcher to start the game with nr-mod. Otherwise, you can write and then enter game nr-mod into the console, and then launch the map by writing and then entering map namelessRevenge_1.2 into the console.

I tested this on the 2022 Quake re-release, Quakespasm, and Ironwail but recommend the last of these engines most of all.
Submitted by
vodselbt
Downloads
932
Views
2,032
Release Date
Jul 12, 2024
First uploaded
Last update

Ratings

3.00 star(s) 11 ratings

Latest updates

  1. namelessRevenge_1.2 | Bug Fixes

    Thanks to Mr. Cat, Joe B, and The_Pirate for pointing out some easily fixed issues with the...

Latest reviews

Pretty good, creates the illusion of being a large open area while still managing to be short and concise. I might have accidentally sequence-broken it (I found out by triggering some ogres in the intermission screen, lol), but in my opinion that's just a testament to the openness of the design.
Looking forward to see what they release next!
Skill
Nightmare
vodselbt
vodselbt
Wow! Thanks for the kind words Kahonk. It's exciting to see someone appreciate your work in the way you always feared people wouldn't. I knew I was risking sequence-breaks or out-of-bounds skips as I made this, but I always thought if that was something a player wanted to do then by my allowing them to do so I was still designing to support someone's idea fun. Thanks again for writing, rating, and playing!!!
Congrats on your first map, and on your gaming job!

I have rated this map a bit high as it is a 'first' - but there still is some issues with it.

Apart from the occational 'overstretched' texture, brushwork and texturing seems quite competent. It varies a bit over the map, probably due to the extended mapping time and the learning curve involved. I quite like the experiments with terrain, that is too often neglected.

Two things bug me; the lack of ambient sound, and especially the lighting. I think that is areas that has to be improved for future maps.

I haven't had time to look at the map source, but i would like to have the Blue Key bug fixed....

All in all, good for a first. I want to see what the second looks like now...

Thanks for your work, and thanks for sharing!
vodselbt
vodselbt
Thank you so much for playing my map and sharing feedback The_Pirate. I think your deductions are correct in explaining things like the overstretched textures and the varying level of detail. I reached a point in development of this map where I realized I could spend so much time polishing up my first messy map, or do a bit of work to get it decent and then try to do better on my next. I eventually chose the latter of those two options, and I think my second map (which I am now playtesting) shows that more or less clean break was worthwhile.

I am investigating this bug that Joel B down below and you have mentioned w/r/t the silver key. I have some suspicions why it appears to not work for some players, though in my testing it seems to be working as it should. Hopefully I can have a v 1.3 of the map out later today.

Thanks so much again for the support and critical and kind feedback!
Congratulations on the realease of the first map. In some places the brushwork was really outstanding. Unfortunately, I was completely disorientated the whole time and didn't know where to go next in many places. The placement of the monsters also seemed a bit careless. Apart from that, I had fun. Thank you.
Skill
Hard
vodselbt
vodselbt
Thanks for playing through my map Cpt. Gonzo. It totally makes sense that navigation and orientation in this map could lead to confusion. I had ambitions about deliberately working with that but, you know, amateur ambitions rarely result in the intended effect. So thanks for highlighting this part of your experience. It's really helpful to know this sort of thing. And thanks again for playing!!
Interesting, and unique in a good way. Rough-and-ready construction/texturing but it still has a certain cohesive look and flow... not just "woo elder world wacky". Fun to play through! Not sure how best to rate it... better than "average" but not quite up with the other maps I've four-starred. Super work for a first release.

I didn't find it as confusing as I thought I might, given the initial discussion about it. Generally IIRC there was only one "next way to go", although it could take a little looking to find it. Unless I did something wrong without realizing it, which is quite possible...

...because the whole thing with the silver key seemed a bit off to me. When I picked up that key, it seemed like it would be a bit of a trek to get back to the known silver key doors, so I just kept going ahead to see where I would end up. Then I eventually finished the map, with only 66 kills and without ever using the silver key.

I noclipped back to the start of the map where I had seen a bunch of silver key doors, but I still couldn't go through them even tho holding the silver key. So, not sure what's up there! Maybe a key-triggered button I missed? The map progression seemed fine anyway though.

(I did miss getting a grenade launcher somehow, which was disappointing given the number of zombies just asking for it.)
vodselbt
vodselbt
Thanks for the really kind praise Joel! Seriously, this was super encouraging to read someone pick up on my efforts to do things a little weird but still remain cohesive; and also to confirm some of my suspicions about the silver key backtracking stuff being a little unclear. Thanks so much!
This is a good first try.

I'll begin by saying this: I've played A LOT of community maps, and still, this is quite unique, both in mood, presentation, and structure — almost like a Metroidvania, or as you yourself pointed out as a source of inspiration: Bloodborne.

Thoughts from the top of my head:

The inherent non-linear structure is both intriguing and confusing.


Since it's so non-linear, you often end up behind monsters, whether you found a secret or not beforehand — whether this is good or bad design is subjective, but it's in my experience non-conventional.


Out of habit when riding an elevator, I tend to push up against the wall that's the farthest away from the opening at the top in anticipation of any encounters upon arrival.

In the elevators of this map, some geometry sticks out, making the player hit his head, which in turn makes the elevator in question go down again; this feels unintuitive; geometry in an elevator ride should in my opinion never risk bonking the head of the player.



In the end, the map was too confusing for me, so after a while I got bored and moved on with the rest of my life — but don't get me wrong;

As I mentioned in the beginning, your style is unique, and this is exactly what the mapping community needs to not stagnate.

Keep making maps, don't get discouraged if someone doesn't know how to properly express themselves in their critiques — I'm glad that you're part of the gaming community.



Cheers
Skill
Normal
vodselbt
vodselbt
Thanks Mr. Cat for playing and giving your honest (and thoughtful) feedback!