Only You Can Prevent Containment Breaches

Got overambitious again, lads.

This map is a little larger than my usual fare. I wanted to make something that was a little less aggressively linear and ambush-heavy, where players could engage with some fights on their own terms. I also just wanted to play around more with coloured lighting and Copper's small toolkit of effects.

Huge thanks to @alekswithak for permitting the use of his music track 'Ebullism' from Dwell (which you should also play)

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Submitted by
Trashbang
Downloads
1,762
Views
6,918
Release Date
May 13, 2023
First uploaded
Last update

Ratings

4.85 star(s) 53 ratings

Latest reviews

great map with plenty of room to hop around and some fun arenas with combat engagements that kept me on my toes
Skill
Nightmare
Superb map! Great atmosphere, combat design and a mix of tech & Honey-styled architecture to die for. Thanks for making this, I had a blast playing!
Skill
Normal
Truly inspiring; I can only imagine the hushed and excited discussions that would have been uttered had this map been built at Quake's release - this really lives up to the fiction as-presented by Quake's narrative and world. Every brush in this map is a symphony. I'll be thinking about this one for a long, long time!
This was a nice little treat to play. I got a bit lost for my own dumbness. All scripted set pieces were really cool and fun. Combat was solid. Even backtracking was fun and keeping things fresh.
"THERE'S A SHAMBLER IN THE SERVER ROOM!"

The intro, sound effects, the brushwork, all was just so goooood. The look of sheer joy I had when I saw the walls of the facility come creeping out of the darkness surrounding the castle.

And as is tradition, it took 3 attempts to find that last secret!
Fantastic architecture and lighting as always from Trashbang, with much more ambitious set pieces than previous entries and some interesting custom scripting. Several instances of back-spawning enemies and an army of high-ground ogres make some encounters more predictable and wearisome, but the sheer intensity of the combat and flow of the layout keep the pacing quick and enjoyable (with the possible exception of the route back from the yellow key). Altogether a map that feels classic yet fresh, with combat that runs the gamut of traditional Quake gameplay punctuated with moving brush traps and an almost shmup-like ending that feels so unique and fits so well, one wonders why it hasn't been used more often across Quake's modding history.
The second map I've played since a ~25yr break from playing Quake.

I played on hard and found it challenging in areas but nothing overly crazy, well balanced overall with enjoyable ambushes, plenty of opportunity for infighting which I took advantage of.

The map itself is stunning! I love the mix of themes, so much attention to detail. I managed to find all 5 secrets just by taking it slow and admiring the scenery (admittedly I spent way too many minutes making the final jump on the parkour one! xD)

Overall excellent, would love to play more of this, this is what I'm here for :)
super creative encounters & phenomenal brushwork
Excellent (& beautiful) map! Intro with the custom sounds felt very unique.
This is an excellent map (I played on skill 0, as usual, although I think this map is balanced about as hard as Quake itself, so I might have been happy on skill 1) - all of the transitions feel natural, the texture work is spot on, and all the combat encounters made perfect sense for their environments. If I have any criticism, it's the same as Alison's down below.