Only You Can Prevent Containment Breaches

super creative encounters & phenomenal brushwork
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 :)
Absolutely fantastic map. I don't give 5 starts often, but this is a 5-star map for sure.

Last battle doesn't give any ammo, which could be problematic (for skill 2+, at least). It wasn't really a problem for me, but I ended the map with 2 rockets and 0 of everything else (both of which were provided by those last two ogres. In other words, I used my last shell to kill the last monster. Absolutely exhilarating. Take that as a warning to future players, not a criticism of the map. I always had enough of what I needed (health, armor, ammo). Perfect skill 2 balancing for me. Died twice, in fun/reasonable ways.

Anyway - not to mention the gorgeous and creative brushwork, the combat is really good and progression is simple, in a good way. Easy to find your way around, and enough exploration and secret hunting to do without it becoming tedious to get around.

Thanks for this, Trashbang!
What can I say? Another (trash)banger. Excellent theming, solid combat encounters.
Beautiful architecture, great gameplay and a theme somewhat reminiscent of Vondur's classic Adamantine Cruelty; what's not to love? Very good map.
Perfect map. Classical & modern at the same time. Personally I appreciated all that brushwork that utilized id1 textures but in a new invented fashion. BAY6 is very cool touch. Encounters were very hard & challenging for me on Normal. But all doable.
Your time ago first level Head Reattachment Trauma, was a promise, but this is a confirmation...

Excellent work!...
Instant classic; another fun take on the medieval-base hybrid trope, evoking the best of mappers like czg & Vondur. An abundance of extremely creative texturing and high-quality brushwork decorate a solid layout, which help serve an adventurous journey in Trashbang's distinctive style, now more refined than ever.

The main (minor) gripe I have is that I was left without enough rockets to kill all the zombies, even when going back for them at the end. Other than that, the fight before getting the rune was a bit chaotic in the sense of everything attacking from all directions at once, beyond the "controlled chaos" of the other encounters, to the point where my actions couldn't feel deliberate; maybe repeat playthroughs will change my mind on this. I'm also not personally a big fan of "tiny shootable button" secrets, but I can't hope to forbid mappers from using them entirely.

None of the above is enough to detract from a perfect score. Excellent work!
Dope concept and execution. The texture hacking is next level.
I lack the vocabulary to really put it into words, but this map is excellent. extremely clever execution in concept and aesthetics. I somehow missed every secret, so I'll likely be playing this multiple times.
Absolutely gorgeous brushwork, creating a great sense of location and a fairly fresh spin on the tech/castle theme. Encounters were fun, with a few surprises along the way. Trashbang continues to improve exponentially with each release, especially in what seems to be a fairly short span of time. At this point I'll hastily download anything from her!

If I had any gripes, it would be that the
final battle was more interesting than it was fun. The wind effect was too strong, lasted too long, and came right after another tough fight for the rune itself. I was also a little letdown that the Pentagram didn't seem to allow for anything to be recovered from the slime. Finally, there seemed to be some odd clipping at the top edge near the Lighting Gun secret.
Favorite Trashbang work so far, loved the ending.
Nice soild map, the ending part is creative and I like it.
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!
Yeah, this is great cant think of one thing negative even to mention excellent mood/atmosphere
Absolutely amazing level. I loved the slime pushers things on the stairs and all the cool little combat scenarios in this.
The theme took me by surprise! Fantastic texture work and nasty ambushes, love it!
@Trashbang has been consistently excellent, and this is no exception. Some of the best sci-fi brushwork and texturing around.
This was an delightful experience! Lots of atmosphere, lots of nice combat setups and "aaaaaaaargh!!!!" moments! Great job! Loved it! :)
A great map. The atmosphere was world class and the fights on skill 2 were perfect for my taste. The ending was great and very innovative. The secrets were perhaps a little too well hidden. I played through the map twice and only found one. But maybe I just need to play round three again. Thanks for a lot of fun.