Deathmatch Dimension

than

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Jan 7, 2023
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than submitted a new resource:

Deathmatch Dimension - A new single player episode inspired by the original deathmatch levels

Deathmatch Dimension is a ten map single-player episode of classic Quake goodness, inspired by the deathmatch maps that shipped with the original game. Each map has been lovingly rebuilt from the ground up for intense combat with Quake's familiar bestiary, and can be played as a full episode in sequence, or by starting with the shotgun for an extra challenge.

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This is some legendary shit. Congratulations on finally getting the entire package done, your previous DMSP stuff is some of my favourite of its era.
 
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than updated Deathmatch Dimension with a new update entry:

Version 1.01

Fix for dmd4 skill 2 progress blocker.

Argh! I made a last minute "fix" to stop monsters waking up in their spawn boxes, but introduced a progress blocker on skill 2 of dmd4 where two fiends are supposed to spawn, but since I accidentally flagged a teleporter as "player only" it stopped the fiend spawning, meaning you couldn't kill it and the lift wouldn't come down.

Read the rest of this update entry...
 
This is some legendary shit. Congratulations on finally getting the entire package done, your previous DMSP stuff is some of my favourite of its era.

Thank you! Hope you enjoy the new maps.

If you've already downloaded it, please update to the new version as I just fixed a progress blocker on map 4 (only if you are playing on skill 2 or 3 though).
 
So psyched to play this! I remember when dm3 was first released all those years ago :D it was basically perfection then (as were its several successors) but looks even cooler in the shots now
 
Happy to see the mapping bug bit you again and you're blessing us with these beautiful set of maps. Thanks Than!
 
I've only had time to play the first two maps so far, but I wanted to chime in and say that this is some incredible work. Aside from how gorgeous these are, I'm absolutely floored by the layouts: Paths interconnect and rooms open up on different routes at every turn, old areas are revisited constantly from different angles and elevations, yet somehow there is never any danger of getting lost or turned around, which is testament to just how damn good the level design is.

I've been a fan of your maps ever since I came across Plumbers Don't Wear Ties and the release of this pack was an unexpected and very welcome surprise. Thank you very much for sharing!
 
Ironwail 0.7.0 on Hard. Not done yet.

Excellent use of as far as I can tell nearly stock everything edit I am on crack, textures aren't stock (the blue key area in the third map looks awesome). First 2 levels, no real complaints. One "fuck you" spawn trap and some dice roll fiends but it's fine, I'm on hard. I really like the foreshadowing of the floor opening in the second map (dm2 inspired? My favorite stock deathmatch map).

The Occupied Base. Really like the beginning, really like the end (that drop down bit is sick). Clever secrets, especially that texture hinted one near the very end.
Badly badly needs some ammo in the middle though. It was pretty tight leading up, and then getting 3 shamblers dropped on me with no ammo would have meant I dumped out if everything else hadn't been so excellent up till then. After that section it's fine but I'd either drop a Shambler or throw a few boxes of shells in.

I'm impressed so far, this is sick.

- Edit -

I'm further in. Dark Portal, same thing. Love it. Needs ammo in the middle. It's JUST the encounter right before
Cthon
To be fair, I missed the ammo on the left hand side but also it's 2 shamblers you HAVE to kill. I really wish you could just purge the room and kill anything remaining after a timer since the purge button basically did nothing but summon... that guy.

Otherwise love it, cool level and concept. And Geophobia immediately after that is awesome.

- Edit -

Edge of Oblivion
dmd8_2023-06-15_01-25-49.png

Stuck (consistently you'll get stuck here if you're going for the ammo, around the ogres)

- Edit -

Finished it. Secret level is easily my favorite. Great concept over all, my only complaints are a couple places that have ammo constraints.

Minor thing, I love the inclusion of demos. It's a detail lots of packs skip that always adds a little shine for me.
 
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than updated Deathmatch Dimension with a new update entry:

Version 1.03 (Minor fixes for easy mode)

A couple more problems came to my attention. This was due to last minute tweaking after doing all my main playthroughs and introducing new bugs. Sorry to anyone who was affected by these problems. I hope that this is the last update, and I promise not to update only to fix texture alignment issues :)

Fixed in v1.03:
- dmd4: Two shamblers shouldn't have been there, one of them was unkillable because I accidentally flagged its teleporter as not in easy, but not the shambler itself.
-...

Read the rest of this update entry...
 
I'm not quite finished yet (currently on dmd6) but man this is stellar.

I noticed the readme says you "polished the original levels" and I really wonder how much is hiding behind the word "polished" there... granted it's been a long time since I originally played dm3/5rmx but anyway dmd3/5 felt quite fresh, didn't trigger much deja vu.

Anyway, looking forward to seeing the rest of the maps!
 
Couldn't help myself, the pack was so good i forced my way into 100% it on skill 3.

Demos, if anyone is interested: Download
 
I forgot to include a section on dmd8 in my review , so I'll write it here: The map was excellent, like the rest, but when I finally got to the end of the map, I was expecting some sort of a really big fight, which never quite materialized. Maybe it's due to the map being somewhat non-linear (or at least that's the impression I got on my playthrough) or maybe I could pick off enemies from a vantage point, which made me break or cheese the intended "big fight", or something. So, once I got to the exit wind tunnel, instead of a big fight, the map suddenly ended, which caught me off guard and it felt slightly anticlimactic.

This addition won't change my overall rating of this excellent piece, but it was something I forgot to mention in my review.
 
I also got stuck in the same stairs as techtrogs in dmd8. Also, there's a minor visual glitch in dmd6:

View attachment 3582
Glad people enjoyed the maps, but seeing this I think I'm going to cry. I thought all this kind of stuff was fixed, but of course there is another minor bug. I was actually just about to upload a tweaked version of the pack that fixed a teeny tiny visual bug on dmd8, but now I don't know what to do :)

The DMD8 finale was a bit of an anticlimax I guess. Part of the reason was that I wanted to avoid too many teleporting monsters due to limiting myself to (almost) vanilla progs, but I probably should have teleported the player to another arena or something for a big old fight instead of just killing shub. Oh well.