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Screenshot of aur1_amuse_upd1
Title:Amusement Inferno (36856799abefe8506125fde72ac1a091)
Filesize:25877 Kilobytes
Release date:21.08.2022
Additional Links: Download via QuaketasticFunc_Msgboard threadSlipseer page
Type:Single BSP File(s)
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✔

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
aur1_amuse.txt4 KB21.08.2022
cover.jpg457 KB14.08.2022
gfx/env/mak_nebularteal_bk.tga3073 KB14.08.2021
gfx/env/mak_nebularteal_dn.tga3073 KB14.08.2021
gfx/env/mak_nebularteal_ft.tga3073 KB14.08.2021
gfx/env/mak_nebularteal_lf.tga3073 KB14.08.2021
gfx/env/mak_nebularteal_rt.tga3073 KB14.08.2021
gfx/env/mak_nebularteal_up.tga3073 KB14.08.2021
maps/aur1_amuse.bsp28831 KB21.08.2022
maps/aur1_amuse.lit7536 KB21.08.2022
music/track20.ogg7122 KB17.08.2022
progs/misc_fixture1.mdl10 KB21.09.2021
progs/misc_player.mdl550 KB21.09.2021
progs/misc_smoke.mdl32 KB21.09.2021
sound/ad/metal_i2.wav36 KB21.09.2021
sound/mg1/amb14.wav108 KB29.05.2022
sound/mg1/lava1.wav431 KB29.05.2022
source/aur1_amuse.map9239 KB21.08.2022

Amusement Inferno

Medium sized dark fantasy castle map with industrial bits, with textures by Makkon. Map source and custom music is included. Requires Copper v1.19+ (NOT included).

"My first solo map. [...] Non-linear and therefore a bit confusing. Also map introduces some sort of stealth gameplay with the ability to eliminate some of the ambushes if appropriate secrets are found in time. All in all experience is harder than vanilla, closer to DOMA difficulty."

Note: probably requires a modern engine / source port with increased limits.

Tags: medium, castle, medieval, wizard, makkon, copper, source, limits

Editor's Rating: no rating (yet)
User Rating:
4.3/5 with 26 ratings
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The_Pirate Registered 31 August 2022, 18:54

Very nice map; the previous training with speedmaps have paid off! Nicely balanced, mood set with quite efficient lighting, sounds and music, and of course a lot of good brushwork - well, what's not to like?

Very nice! Thanks for your efforts, and thanks for sharing!

zbidou72 Registered 3 September 2022, 16:16

Absolutely loved the visuals, very sinister, a true evolution of the runic theme, with great lighting. Combat was a little tedious at times, but it doesn't take away much from the overall package.

spootnik1 Registered 4 September 2022, 7:34

Aesthetics: nice balance of details and minimalist flat textures. Rooms are flat, but doesn't feel boring and id1-like. It feels modern, and the combat with those rooms is really dynamic and fun. I.e, really looks nice, and uses some really creative ideas with the battles, too.

Combat: my only complaint is that I ran out of ammo for the last fight (skill 2). Couldn't beat it without cheats, simply due to ammo shortage (can't fight a shambo in a room with moving pillars with just an axe). Also, a couple of times throughout the map I was fighting hell knights and ogres with only a shotgun, even though I had already gotten other weapons. Ammo was just too scarce. Drop a few more nails across the map, and it's a really, really solid map.

I got soft-locked by falling into one of the small elevators with monsters in them (which get shut off by encountering a secret). If the player falls into those holes, there's no way out; had to noclip.

13Ghosts Registered 12 September 2022, 0:05

Very Nice, give it a 4 !

MikeTaylor Registered 8 February 2023, 17:46

There is a lot to love about this — the non-linearity, the mechanisms, the scope. Yet somehow I found I wasn't enjoying it much. I wish I could be more helpful in explaining why, but too much of the map somehow left like a trudge rather than a flight. I think perhaps part of it is that a fair few combats are of the locked-in-with-newly-spawned-monster ambush type. After a couple of those, I started not really trusting the map to play fair, which meant that even when it did play fair I was suspicious. Sorry.

MikeTaylor Registered 8 February 2023, 17:49

Oh yes, those pits you can fall into! These violate an unwritten, but I think important, rule: you should never be able to get yourself into a situation that you can't get out of. (And if you do, the map should kill you, for example by flooding the pits with lava.)

Also: no grenade launcher until right near the end, when I had maybe half a dozen monsters left to kill. No doubt there is one in a secret earlier on, but it's hard to overstate how frustrating it is to complete subquest after subquest without the reward of explosives.

Alex Ros Registered 8 February 2023, 21:11

@MikeTaylor "I wish I could be more helpful in explaining why..." I can explain - it's over-designed. Too much. To the point it feels unnatural. It's not the worst sin of course. It's looks & plays more or less fine. And yet you will never get fully immersed into something unnatural & overdesigned

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