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Screenshot of demonslair
Author:Peter Bisseker (tiddles)
Title:The Demons Lair
Download:demonslair.zip (f63486a5675455a9e1b1191bfded6023)
Filesize:406 Kilobytes
Release date:02.09.1999
Homepage:
Additional Links: TEAMShamblerUnderworldfan's
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
demons.bsp1000 KB02.09.1999
demons-lair.txt3 KB02.09.1999

demonslair.zip

The Demons Lair

Medium sized Metal level. Quite hard.

Tags: metal, hard, coop, medium

Editor's Rating: Excellent
User Rating:
3.9/5 with 31 ratings
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Spirit 25 July 2008, 16:06
Nice, I never played this before. Excellent indeed. Some great gameplay ideas (the ogres) and good balance.
Lord of the Undead 27 September 2009, 4:41
Obscenely hard, cruelly designed and somewhat frustrating. These are exactly what make really good Quake maps so goddamn fun.
Spirit 23 May 2010, 11:00
With a bit more health this map would be much more enjoyable. The end is just mean.
Pritchard Registered 17 October 2016, 12:00

I found the difficulty quite comfortable on this map (skill 1), and I can't say I struggled with the same issues that the commenters above had. To me this is a great example of a good, early-ish map in Quake's history; it's no looker, but it's hardly ugly and it more than makes up for its lack of visual flair with great gameplay that challenges you to think carefully about how you fight.

It's never so challenging as to be unreasonable, though; for example, at the end of the map the player is given both a YA and a megahealth right before the final climax, as well as plenty of ammunition. But, not enough ammunition. To really succeed in that combat, I needed to have conserved my nails in previous areas, which I tend to do in general and my habit served me quite well here.

Definitely a great map.

OP Registered 13 November 2016, 23:51

No trouble on skill 2, I didn't even see the MH or YA.

Worth playing.

OP Registered 14 November 2016, 1:24

Played it again.

The layout is simple but fun because of decent enemy placement and choice, though it's easy to abuse the corners. I'd say the design & lighting are very good for the time also.

MikeTaylor Registered 22 November 2016, 11:19

Satisfyingly straightforward. Not a classic, but very chunky and enjoyable. In the late 1990s it would have felt superb, but now the small size and lack of internal coherence mark it down a couple of stars for me. BTW. contra some earlier comments, it's not particularly hard -- at least, not if you like to play slowly and carefully.

Lane Powell Registered 4 December 2017, 21:27

I did find this to be quite a challenge for its size--two deaths--mostly due to the tight geometry and monster placement. If you're playing on skill 2 you do have to be quite careful, and quick-witted too, for there are some nasty ambushes.

Andrew Smith Registered 27 January 2018, 23:17

Loved this! Nice challenge on nightmare, with some good traps. I liked the main trap which I'll not say any more about. Good architecture and lighting. Highly recommended.

JMP Guest 29 January 2018, 18:23

Really fun map. After reading the previous comments, I expected some fierce ambushes, yet the end fight still caught me off guard.

Greenwood Guest 7 August 2019, 1:26

This map's ending really separates the men from the boys ... Yeesh! However, the fact that it poses quite a challenge (and that the rest of the map is constructed well too) probably makes it one of Tiddles's best maps. You just might need to play it on a setting lower than normal.

Mugwump Registered 14 September 2020, 17:17

Played this on skill 2 as usual and had no problem regarding the difficulty - if anything, I'd amp it up a notch but then again, I'm not the careless run'n'gun type of player. It most certainly isn't as overly punishing as, say, a Newhouse map for example. Graphics look surprisingly good for the time, thanks to the moody lighting. I especially love the two glowing red lights waiting for you in the dark at the start. I won't spoil what it is, you'll find out soon enough when you play, but the visual effect is pretty neat.

h4724 Registered 7 February 2022, 6:16

Heavily symetrical throughout, to its detriment IMO, and the encounter design encourages backing out of every room and hugging doorways. The layout is also very linear and closed-off.

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