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Screenshot of idcsp1.6
Author:Jénilson Martins Da Silva
Title:Interdimensional Castle (72116e712bacaa2599b9199f057cf3aa)
Filesize:3627 Kilobytes
Release date:19.10.2022
Additional Links: Slipseer page
Type:Partial conversion
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✘

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
idcsp1.6/gfx/env/ares_bk.tga471 KB26.06.2002
idcsp1.6/gfx/env/ares_dn.tga746 KB26.06.2002
idcsp1.6/gfx/env/ares_ft.tga479 KB26.06.2002
idcsp1.6/gfx/env/ares_lf.tga492 KB26.06.2002
idcsp1.6/gfx/env/ares_rt.tga487 KB26.06.2002
idcsp1.6/gfx/env/ares_up.tga104 KB26.06.2002
idcsp1.6/gfx/env/predator_bk.tga215 KB15.07.2004
idcsp1.6/gfx/env/predator_dn.tga89 KB15.07.2004
idcsp1.6/gfx/env/predator_ft.tga233 KB15.07.2004
idcsp1.6/gfx/env/predator_lf.tga287 KB15.07.2004
idcsp1.6/gfx/env/predator_rt.tga287 KB15.07.2004
idcsp1.6/gfx/env/predator_up.tga453 KB15.07.2004
idcsp1.6/icdsp1.txt3 KB19.10.2022
idcsp1.6/idcsp1.map1838 KB19.10.2022
idcsp1.6/maps/idcsp1.bsp4071 KB19.10.2022

Interdimensional Castle

Small medieval blue castle level made for vanilla Quake. The author's first release. Difficulty settings are not implemented. Map source is included.

"This a single player map I made as a student project for school set in a medieval era gothic castle, inspired by Quake. It's a small sized map that lasts ~4-6 minutes where Ranger is up against a dimension-shambler who is transporting enemies into our world, gathering an army. With the bridge broken, the only way into the castle is through the caves, into the dungeon with horrors awaiting you..."

Tags: small, medieval, vanilla, castlevania, gothic, source, debut

Editor's Rating: no rating (yet)
User Rating:
2.5/5 with 15 ratings
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The_Pirate Registered 24 November 2022, 21:01

Clearly a 'first map' and the author needs to spend more time learning the editor, lighting etc.

But it is also clear that this mapper shows promise. Tracing the map from start, it is clear that a lot of things have been learned 'on the road'. And there is certainly nothing wrong with the imagination and creativity of the author.

I have ranked the map a bit better than it really deserves - due to the artistic/creative values. And, Jénilson, i expect you to keep up the creativity and improve on the craftmanship in the next map! Now, don't disappoint me! ;)

Thanks for your effort, and thanks for sharing!

Jehannum Registered 27 November 2022, 19:52

I really have nothing to add that The_Pirate didn't already say, but I do want to affirm that the author shows promise and with some work, will be turning out some great work in the future.

Thank you for taking the time to share with us!

Johnny Law Registered 13 December 2022, 16:24

It needs a lot of work on all the presentation aspects, BUT it's clearly playable -- with a distinct set of areas and an actual progression rather than just "monsters in a box" -- and it has some fun ideas and mechanisms along the way.

I feel like there's a lot of very specific bits of feedback that players can come up with by going through this map, like:

  • Don't spawn monsters right in front of the player.
  • If your map has zombies, don't put the only GL in a secret.
  • Speaking of weapons, a NG would also be nice.
  • Found at least one door that only opens from one side (and that doesn't seem to be a good/intentional choice).
  • Speaking of doors, pay attention to door textures ... if it looks like a double door, don't make the whole thing slide away in one chunk.

Etc., but really at this point the best thing to do would just be make another map! Once you have your next map in a playable state, try to rope in some playtesters to give it a look.

MikeTaylor Registered 12 May 2023, 16:39

It's true, this absolutely screams First Map in so many ways. But Johnny Law is right that the path forward is not going back and fixing the problems with map (blocky architecture, bland lighting, unrealistic layout, unchallenging combat) but in going onward to the next map, with the lessons learned from this one!

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