The Slime Sanctuary

Submitted by
mtsch
Downloads
635
Views
1,757
Release date
Dec 17, 2023
First uploaded
Last update
Rating
4.58 star(s) 19 ratings

Latest updates

  1. More fixes

    Fixed an issue where 100% on easy was impossible due to a monster closet not opening. Fixed some...
  2. Fixed light compiler flags used, void bugs

    The previous version was compiled without -extra4 and -soft. Fixed a bug where falling into a...
  3. Minor fixes related to doors

    Fixed z-fighting issues with a few doors and moving pillars. Fixed a door being killed instead...

Latest reviews

liked this map, lots of cool fights

got a bit lost towards the end with the shortcuts sometimes feeling a bit like the way to go forward, but overall this was a well designed level that flows together really well
Skill
Hard
Damn! This map is great! Encounters were quite nice. And secrets were dope, loved a lot hunting 'em - 16 out of 18 for a blind play is good I think. Is this map numbered 001 because it's debut map for real? If so then the map is even better. Very solid work
Skill
Normal
Nearly perfect map. The combination of metal and slime is artistically a win. Enemies are well placed and secrets are fun to discover. Had a lot of fun with it. Five stars!
This was fun on skill 0, and I really liked how the aesthetic worked out and how the map "reopens" into itself from different directions as you proceed.

Like zenialynn, I'm a bit puzzled by the secret count, but... yes, a good time.
When i think Quake, this map delivered on every aspect. Very well balanced. Plenty of secrets and the combat is fun.

It also has that dark dread and the slightly confusing map layout the original levels have. Excellent work.
Really fun "metal & slime meets runic" marriage of themes in a very compact (but quite big! the "medium" descriptor here is honestly a misnomer) hub-y map with cool and distinct rooms.

Curious where 8~ of the secrets are as 10 secrets and 8 backpacks are not too hard to find once you understand the sensibilities behind their likely positions, i.e. in dark corners, button operated (sometimes timed) or the design philosophy of "if I can get there, there's probably some goodies lying around". With this in mind, the map knows how to be playful as well, especially in the descending lift sequence, do not want to spoil much about it beyond mentioning it.

I played this on Nightmare and Fiends REALLY feel at home here, the rooms are claustrophobic enough for them to be scary in combat once being ambushed, but enough room is given to the player to dodge everything else on screen, generally Ogres and Scrags with the odd Vore and Shambler that you're generally quite over equipped to deal with if you have explored around, either dispatching or tanking them while running from the aforementioned Fiend(s). It feels fair and never too hopeless, the amount of enemies for how much space and resources the player is given is balanced. Also this is subjective but the track from the recent music jam fits the vibe of this really well, an unwelcoming place with moving parts with ambushes around the corner, steady spooky beats to slay Shub-spawns to.
This map is solid, looks fine and is fun to play.

Also, it's not too difficult for me (played skill 0), and I'll give the update a try on skill 1.

I would have liked it even more with transparent green slime.

Secrets 10/17, and maybe I'll find some more.

Thank You so much.