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|Title:||Thirteen Tombs of the Brilliant Dynasty v1.04|
|Additional Links:||Slipseer page •|
|BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds:|
Files in the ZIP archive
Thirteen Tombs of the Brilliant Dynasty v1.04This map won't work in Quake Injector. It must be manually installed (move subfolders into /ad/ mod folder)
Large medieval dark fantasy castle in frozen lands with haunted crypt. A late entry for Twisted Christmas Jam 2022. Built for Arcane Dimensions v1.81+ (NOT included).
"Tangibly harder than vanilla, but searching for secrets would make things drastically easier. It's recommended to play it first on Normal. Hard is intended for more challenging replay, when you know encounters setup and preferably already learned where the secrets are."
Map source is included. Custom music by BouncyTEM. Textures and skybox by Makkon.
Note: probably requires a modern engine / source port with increased limits.
Tags: large, medieval, castle, wizard, snow, winter, xmas, ad, source, limits, music, makkon, secrets
Editor's Rating: no rating (yet)
4.2/5 with 32 ratings
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Have to give this a 5.The amount of work put into this level, is better than top top.On skill 3 its hard as f--k,a little confusing at times.Some of the mass battles is totally insane,all i seem to be doing is running for my life lol its a must play, but to me skill 3 is suicidal.More ammo would have been a treat,it is a little thin on skill 3.but well done author,its a must play.
I was glad to see this posted this morning as I was fresh out of unplayed single-player maps. TCJ was great and this fits right in.
Skill 2 is pretty tough throughout. Not a lot of time to look around, just stay on your toes!
The custom music went really well with the AD ambiance.
Thanks for sharing this with us. Very enjoyable!
This is very, very nice.
Skilfull and competent mapping and lighting, well planned original take on the 'castle' theme - consistent use of textures and monsters, tons of imagination and original ideas...this is great!
I usually find it hard to comment on the fighting. In this map, i'll give it a try, and call it well balanced: deeply unfair, but survivable if you use a sufficient amount of devious cunning - and ain't afraid of leggin' it, when the odds go too far south!
Excellent map by a gifted mapper. I salute You, Sir!
I find the outdoor section after the silver key door basically impossible to do on Evil difficulty. Of course, I could play on easier difficulty, but it should be possible to do on Evil as well. If I rush it, I get killed rather quickly. If I do it cowardly, I tend to get killed by the AoE attacks of the hammer ogre guy even if I stay inside. Perhaps I miss something else that can be done, but not sure what. Anyway, it has caused me to rage quit several times now.
@arkngt on Evil https://youtu.be/aXGvt3owUlQ
Excellent map. A bit unforgiving at higher difficulty though. But still I had fun playing it. Well done.
This is a work of art! Beautifully constructed and a joy to play and explore. In some places it's like a Lara Croft adventure and other times it's just a desperate struggle to survive. I'm about half way through and looking forward to going back in...
15/17 secrets, 243/257 kills in Nightmare.
Pretty hard map because of quite a few close encounters in tight spots with barely enough ammunition. Make sure you look for secrets, some of them are tightly packed (3 in just one room), and it is possible to take a few shortcuts to gear up before difficult fights.
I appreciate all the nooks and crannies the author has left for the player to explore. The balance on normal was fair, with an appropriate amount of tension in the fights, although some of the locales felt like a very tight fit in terms of maneuverability.
Lovely visuals. Maybe a little too saturated, especially in the green areas, but it's all about being festive here. The subtle variety of themes is welcome, making the map feel like a small, but meaningful journey through a place built for something other than endless fighting.
The abrupt ending dilutes this feeling somewhat.
Is the secret encounter to the right of the golden door supposed to reward the player with anything? I guess it was more baffling before I found out what the teleporter on the left was for. Then I easily slope-jumped in and out of the shambler room. I never got the key for it, but if it's supposed to be accessed early in the map's progression, it can be a huge exploit.
@dwere I absolutely agree in general that finale is a bit not climactic enough. But I tried to stick to jam time frames (1 month). So I wasn't polishing anything in general - in the end it's tru jam map. And by the way my wish to stick to time frame of the jam is the reason why the map is quite unbalanced, and some areas are way too hard. Shame on me. My fault. /// "Is the secret encounter to the right of the golden door supposed to reward the player with anything?" Now not really. Just some extra battle. Well. If you will count tombs in that circle room with knights in the crypt there're only 12 tombs. So initially, yeah, this snowy area outside the castle walls was supposed to show some old forgotten ice cave with that 13th tomb. I thought to make it like secret ending in Bal's Tears - but I was out of time. /// "Then I easily slope-jumped in and out of the shambler room." Yeah. That's an option to get to that secret without blood key. Playtesters tried to get there that way and I thought it's cool to have optional route to get the secret. I am myself very-very bad at tricky movements, so I admire tricky jumpers and so on
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