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Author: | alexUnder |
Title: | Amusement Inferno |
Download: | aur1_amuse_upd1.zip (36856799abefe8506125fde72ac1a091) |
Filesize: | 25877 Kilobytes |
Release date: | 21.08.2022 |
Homepage: | |
Additional Links: | Download via Quaketastic • Func_Msgboard thread • Slipseer page • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() | |
Dependencies: | copper_v1_19 • |
Files in the ZIP archive
File | Size | Date |
---|---|---|
aur1_amuse.txt | 4 KB | 21.08.2022 |
cover.jpg | 457 KB | 14.08.2022 |
gfx/env/mak_nebularteal_bk.tga | 3073 KB | 14.08.2021 |
gfx/env/mak_nebularteal_dn.tga | 3073 KB | 14.08.2021 |
gfx/env/mak_nebularteal_ft.tga | 3073 KB | 14.08.2021 |
gfx/env/mak_nebularteal_lf.tga | 3073 KB | 14.08.2021 |
gfx/env/mak_nebularteal_rt.tga | 3073 KB | 14.08.2021 |
gfx/env/mak_nebularteal_up.tga | 3073 KB | 14.08.2021 |
maps/aur1_amuse.bsp | 28831 KB | 21.08.2022 |
maps/aur1_amuse.lit | 7536 KB | 21.08.2022 |
music/track20.ogg | 7122 KB | 17.08.2022 |
progs/misc_fixture1.mdl | 10 KB | 21.09.2021 |
progs/misc_player.mdl | 550 KB | 21.09.2021 |
progs/misc_smoke.mdl | 32 KB | 21.09.2021 |
sound/ad/metal_i2.wav | 36 KB | 21.09.2021 |
sound/mg1/amb14.wav | 108 KB | 29.05.2022 |
sound/mg1/lava1.wav | 431 KB | 29.05.2022 |
source/aur1_amuse.map | 9239 KB | 21.08.2022 |
aur1_amuse_upd1.zip
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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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!
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.
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.
Very Nice, give it a 4 !
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.
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.
@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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Did you read the file's readme?