Medium-sized map using progs_dump 3 (included in download), with music by AlekswithaK (from Dwell Ep1) and some assets from Arcane Dimensions.

Skill 0: less monsters
Skill 2: less health pickups.

Skill 1 is recommended. Skill 2 if you enjoy the map and want a challenge based on better knowing the enemy spawns and health pickups.

More information in README.txt.
  • 20221112170426_1.jpg
    20221112170426_1.jpg
    1.2 MB · Views: 221
  • 20221112170528_1.jpg
    20221112170528_1.jpg
    1.5 MB · Views: 226
  • 20221112170612_1.jpg
    20221112170612_1.jpg
    2.1 MB · Views: 212
  • 20221112170744_1.jpg
    20221112170744_1.jpg
    1 MB · Views: 208
  • 20221112170855_1.jpg
    20221112170855_1.jpg
    1.5 MB · Views: 202
  • 20221112170938_1.jpg
    20221112170938_1.jpg
    2.1 MB · Views: 215
Submitted by
spootnik
Downloads
327
Views
1,134
Release date
Nov 12, 2022
First uploaded
Last update
Rating
4.42 star(s) 12 ratings

Latest reviews

On a simple level, this is a great variant of the Koohoo theme into something more ambiguously 'modern millenial' in style — reasurringly solid in its late 90s geometry & gameplay style but with little details of modern finesse.

It's a consumate temple complex of interlocking puzzles, loops within loops and multiple interweaving axes of progression around a main tower. Many nodes to Grendels Blade from Arcane Dimension.

What's really special is the understated technical flourishes that make it a brilliant early showcase of progs_dump 3: There are new enemy types and behaviours, small health & armor drops, camping enemies, precisely timed and located spawn triggers, camera switches for scripted sequences… none of which grandstand but all of which combine to produce a level of depth and dynamism that really elevates gameplay while still feeling completely in tune with the spirit of Quake.

The scripted floating platform cut-scenes are the jaw drop 'this is new' moment, but the large locked arena with continuous spawns was incredible, completely nailing the euphoria of Q3-onwards arena combat.

A couple of minor nits: geometry slightly awkward in places — free-standing lifts in particular always felt slightly offset compared to what I was expecting; Aleks Dwell music coming in for the final conflict is impecably judicious but why silence until then? Is that a limitation of the music scripting ability? (I notice the track is duplicated, once as track30 and once as track99 — maybe a packaging mistake?)

On a wider level, I recognise the new minor health and armour pickups are standard issue, but these models are completely out of step with the mainstream level of detail in Quake mapping. It's faintly ridiculous how much detail those models have for their relative scale — lo-fi variants ought to be developed.
spootnik
spootnik
Hey there, thanks for the awesome review! I'm glad you enjoyed it enough to put such though into the review.

About the music: I just now checked this upload, and the music that is playing is from Quake, Track 10 (The Hall of Souls). It should be playing the whole time, until the last fight when it changes to Aleks' "Feedback." If it's not playing, it might be because you're playing with a source port install that didn't include the complete id1 assets (specifically, the music)? Or some other reason? Anyway, I checked, and it should be playing. Though, it is a pretty quiet ambient track...

As for including pd3's Track 99 (a 1-second silence track): indeed I could have left that out. I just took the framework for making one's own mod from pd3 (a package it calls "mymod") and used that, which includes it.

I also think you're right about the little health vials. They don't really fit the "style" of quake. Pd3 includes some other alternate health drop models, one of which is a cool little bag/pouch thing. That might fit a bit better, for next time.

Thanks again, and cheers!
While combat encounters were clearly the high point in this map (well-thought, ambushy and often brutal), i liked also the overall layout - with center hub and emerging stairs. The cutscenes from the main room (showing "progress" of unlocking stairs) give player a sense of "knowing what to do", way better than by text messages.

The final fight was particularly hard - IMHO due to too many "instant hit" monsters (LG enforcers + rapid laser enforcers + LG from shamblers). Even if you stay on the move - you'll get inescapable hit after hit, only way to survive is to dispatch these buggers as soon as they spawn.

Anyway - for me it's a 5, purely because i had lots of fun with it, even despite dying like 20 times along the way :) It has a classic ID runic appeal and simply delivers.
This was a darn good map. Very high action, with tight encounters. I loved how the platforms rearrange themselves after each section. The map had a splash of classic Quake vibes, which is great. Hope too see more from you.
Very good map. Didn't understood the point of secrets, because stashes does not seem to contain anything, and I didn't found a way to open this secret door. Otherwise great visuals and combat.
m1eeNYQ.png

By the way telefragging Nour with rocketjump is really cool way to get through the bossfight phase.
spootnik
spootnik
Nice! I hadn't tried killing the boss like that - I've gotta try that.
As for the stashes, they contain ammo. Backpacks can give multiple kinds of ammo together - they're around 25-50 nails and shells each, and a handful of rockets, too.
Has everything I look for in a map almost perfect.
Really well-thought-out encounters and surprises dotted along the way, I particularly liked the stretch of key corridors that spread off into their own challenges and loops, it was fun to work through that section, and the enemy variety was really great too, and I think the addition of the cut scenes helped flesh out the "story" of the map in the sense that I never really felt lost or confused on what to do, but still felt free to explore a little.

Each room and encounter was a surprise and it was particularly great when you felt you'd cleared a tough challenge and then a shambler spawned in front of you, swerves like that had me smiling all throughout the map!

The finale was still a touch too difficult for me, but I was able to beat it this time with some effort - the main issues were bumping into things that spawn in front of you, but the additions of platforms to take an extra route AND grab health at the same time was a great idea and much appreciated!
Very fun run and gun type of map and challenge was pretty perfect on hard skill. Respawning ammo everywhere might knock some people out of the experience. Understandably some of these arenas require respawning ammo because there is no space to put multiple boxes in, but resource management is not that big of a thing here.

Encounters were cool and varied with nice ambushes from time to time, but monsters teleporting in your face was happening almost all the time which feels a bit weird. I didn't really run into any problems like telefragging a spawn, but I feel like that is a possibility or being ambushed by a shambler in a bad spot.

Some of ledges that looked jumpable were clipped off which was a bit jarring, but not too bad. I like looking around all ledges and stuff so that is just me problem for the most part. Oh and camera over platforms shifting stays there for a long time.