The Rust Forge

Single-player Quake 1 map - "The Rust Forge" (jpqm12.bsp) utilizing progs_dump 3.0 mod by dumptruck_ds

jpqm12-1.png jpqm12-2.pngjpqm12-3.png jpqm12-4.png

Map features:
- runic / base setting with void vibes
- progs_dump features: monster variants, special effects, enhanced trains & plats etc
- full weapon set, 5 secrets, approx. 230 enemies (bit less on easy) -
- playtime around 30 min depending on difficulty level

Map uses the latest progs 3.0 mod, and requires a source port that supports bsp2 format (increased limits). Tested on Quakespasm (latest).

Music track is "Yss Éskiuth" by Immorpher (from album Mechanized). I also used some custom sound effects from AD.

Map has to be run with "+game jpqm12 +map jpqm12" command line args!
Submitted by
JPal
Downloads
394
Views
1,040
Release date
Oct 3, 2022
First uploaded
Last update
Rating
4.31 star(s) 13 ratings

Latest reviews

A typically solid JPal offering with great visuals and good flow, let down slightly by enemy encounters that felt a bit one-dimensional and predictable*. That said, the Quad room was a fun fight; it's probably my favourite part of the map. The piston platforming room was also quite cool, with a couple of sneakily placed enemies that chunked my health down on skill 3. Conversely, the ending was a real damp squib, especially given how cool it looked.

Not amazing, but it's a fun and visually appealing 20-30 minutes for sure.

* I played all of JPal's standalone maps in one day, so I may have just gotten used to their tendencies. YMMV.
This maps is incredible with scale and also using pre-existing textures to make whole new unique theme with them. There are some fun arenas and a nice use of moving platforms as a way to add to the forge theme and also as a way to progress trought the map, altought I kinda wish the map experimented more with those ideas. Still, encounters are good and the new enemy variants do spice things up.
Its good map yeah.
I felt in love into JPal manner of building maps right away, a cpl of yrs ago. And up to date JPal never dissappoints. All maps feel perfect to me personally - not modernly hard, but pleasantly just slightly harder than vanilla. Encounters are always gradually more hard witnin the map. Layouts are always heavily interconnected in amusing ways. HQ map as always

One thing that stood out to me is the final part of the map. It is very gorgeous. It's amusing to just traverse such a space. Really cool & memorable space. But! But the battle in there was strangely short. Battle of the Forge (in the middle) was much closer to "closing feeling"

Recommended to all. One of best mappers. Big 40+ miutes really inventive (as always) map
On skill 1 [I normally play on skill 0 or 1 depending on the mapper's tendency to make things "hard"], this was gruelling for me - I had to god mode through a couple of encounters [including the one Mazu enjoyed the most ;) ] to get anywhere. Took about 1 hour to complete even with that.
One thing I never ran out of was ammo, though. I might replay it on skill 0 to see if that hits my sweet spot better.

Design-wise I really liked this map - and it does show off all the new progs_dump features well - although there were one or two times I needed to run around the map to work out where to do next, and one point [the ogres and the forcefield] where I don't actually know how I "solved" it, it just seemed to sort itself out? Generally, though, there was good placement of new spawns to lead you in the right new direction.
I would say this probably the best map to demonstrate what you can do with progs_dump 3! Not only that but god damn is this map beautiful as it is brutal to fight through. The forge seriously does not want to let you go and will do everything in it's path to bring you down. I highly recommend playing on Hard for this one if you want a great challenge.
Really like the looks and nice geo in different rooms. The quad encounter was enjoyable. There are a lot of these 64u pads in the map that have 45 degree lip which is really annoying for movement. Moving lifts and environment jumping was fun though.

On skill 2 you will have a lot of excess ammo and most encounters are really simple one enemy at the time kind of deal. Some of the custom monsters feel pointless where the map would've probably felt the same if it had just regular grunts and enforcers.

Ending part could've been a bit more exciting gameplay wise. Overall pretty decent and looks carry this map for sure.
Jpal has returned! He's not forsaken us, ladies and gentlemen. Champion of the progs_dump mod, interior designer of fortress medium and large.

This map has the right amount of fighting, with the right number of foes. It isn't relentless like a lot of recent releases, and progression has just the right balance of traversal and fighting to it. Few secrets, but far from trivial to find.
The release of a new JPal map means it's a good day for Quake. With an instantly recognizable visual style, carefully orchestrated progression in weapon pickups and monster density, as well as good use of progs_dump's monster variations, The Rust Forge is a blast to play through.

I would have maybe liked the final fight to have more bite to it, but that's really a minor nitpick in an otherwise excellent map.