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Author: | imi74 |
Title: | The Dark Triad v1.0 |
Download: | tdt100.zip (b7c1e71924accecfc4e13259c2c38222) |
Filesize: | 29436 Kilobytes |
Release date: | 18.11.2022 |
Homepage: | https://steamcommunity.com/id/imi74/ |
Additional Links: | YouTube video preview / commentary by dumptruck_ds • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
tdt100/dt_readme.txt | 13 KB | 18.11.2022 |
tdt100/maps/dt_citadel.bsp | 5952 KB | 17.11.2022 |
tdt100/maps/dt_citadel.map | 5219 KB | 17.11.2022 |
tdt100/maps/dt_lodge.bsp | 2468 KB | 17.11.2022 |
tdt100/maps/dt_lodge.map | 1511 KB | 17.11.2022 |
tdt100/maps/dt_undercity.bsp | 1387 KB | 17.11.2022 |
tdt100/maps/dt_undercity.map | 974 KB | 17.11.2022 |
tdt100/maps/dtdarkmere.wad | 43 KB | 17.11.2022 |
tdt100/maps/dtlodge.wad | 816 KB | 17.11.2022 |
tdt100/maps/dtstart.wad | 258 KB | 17.11.2022 |
tdt100/maps/dtunder.wad | 11 KB | 17.11.2022 |
tdt100/maps/start.bsp | 459 KB | 17.11.2022 |
tdt100/maps/start.map | 409 KB | 17.11.2022 |
tdt100/music/track20.mp3 | 7305 KB | 23.09.2022 |
tdt100/music/track21.mp3 | 4408 KB | 23.09.2022 |
tdt100/music/track22.mp3 | 4707 KB | 22.09.2022 |
tdt100/music/track23.mp3 | 6103 KB | 13.09.2022 |
tdt100/progs.dat | 407 KB | 16.11.2022 |
tdt100/progs/agren1.mdl | 6 KB | 15.11.2022 |
tdt100/progs/cult.mdl | 73 KB | 09.09.2022 |
tdt100/progs/demon2.mdl | 111 KB | 17.01.2022 |
tdt100/progs/g_nail.mdl | 74 KB | 16.11.2022 |
tdt100/progs/g_rock.mdl | 71 KB | 16.11.2022 |
tdt100/progs/g_shot.mdl | 78 KB | 17.11.2022 |
tdt100/progs/p_revolver.mdl | 49 KB | 24.01.2022 |
tdt100/progs/tt1.mdl | 14 KB | 28.10.2022 |
tdt100/progs/v_axe.mdl | 90 KB | 17.11.2022 |
tdt100/progs/v_nail.mdl | 105 KB | 17.11.2022 |
tdt100/progs/v_rock.mdl | 94 KB | 17.11.2022 |
tdt100/progs/v_shot.mdl | 91 KB | 17.11.2022 |
tdt100/progs/v_shot2.mdl | 107 KB | 17.11.2022 |
tdt100/sound/ambience/ebdrone6.wav | 164 KB | 23.09.2022 |
tdt100/sound/ambience/ebdrone7.wav | 187 KB | 23.09.2022 |
tdt100/sound/ambience/hfrog1.wav | 22 KB | 23.09.2022 |
tdt100/sound/ambience/hfrog2.wav | 42 KB | 23.09.2022 |
tdt100/sound/ambience/indoordraft2.wav | 107 KB | 23.09.2022 |
tdt100/sound/ambience/warper1.wav | 47 KB | 05.11.2022 |
tdt100/sound/cult/alert1.wav | 27 KB | 17.11.2022 |
tdt100/sound/cult/alert2.wav | 33 KB | 17.11.2022 |
tdt100/sound/cult/alert3.wav | 29 KB | 17.11.2022 |
tdt100/sound/cult/death1.wav | 55 KB | 12.09.2022 |
tdt100/sound/cult/idle1.wav | 31 KB | 12.09.2022 |
tdt100/sound/cult/idle2.wav | 67 KB | 12.09.2022 |
tdt100/sound/cult/idle3.wav | 49 KB | 12.09.2022 |
tdt100/sound/cult/pain1.wav | 9 KB | 12.09.2022 |
tdt100/sound/gargoyle/hdalert1.wav | 17 KB | 07.01.2022 |
tdt100/sound/gargoyle/hdattack1.wav | 18 KB | 07.01.2022 |
tdt100/sound/gargoyle/hddeath1.wav | 23 KB | 07.01.2022 |
tdt100/sound/gargoyle/hdidle1.wav | 16 KB | 07.01.2022 |
tdt100/sound/gargoyle/hdidle2.wav | 23 KB | 07.01.2022 |
tdt100/sound/gargoyle/hdpain1.wav | 10 KB | 07.01.2022 |
tdt100/sound/gargoyle/hdwalk1.wav | 20 KB | 07.01.2022 |
tdt100/sound/player/land.wav | 6 KB | 05.02.2022 |
tdt100/sound/player/land3.wav | 4 KB | 05.02.2022 |
tdt100/sound/player/metland.wav | 10 KB | 23.09.2022 |
tdt100/sound/player/metland3.wav | 10 KB | 23.09.2022 |
tdt100/sound/player/metstep1.wav | 4 KB | 12.09.2022 |
tdt100/sound/player/metstep2.wav | 5 KB | 12.09.2022 |
tdt100/sound/player/plyrjmp8.wav | 10 KB | 05.02.2022 |
tdt100/sound/player/step1.wav | 2 KB | 05.02.2022 |
tdt100/sound/player/step2.wav | 3 KB | 23.09.2022 |
tdt100/sound/weapons/axslash1.wav | 6 KB | 17.11.2022 |
tdt100/sound/weapons/guncock.wav | 27 KB | 16.05.2021 |
tdt100/sound/weapons/railgun.wav | 94 KB | 23.09.2022 |
tdt100/sound/weapons/shotgn2.wav | 35 KB | 23.09.2022 |
tdt100/sound/weapons/spike3.wav | 35 KB | 10.11.2022 |
tdt100.zip
The Dark Triad v1.0
Short episode with custom start map + 3 small / medium sized levels of various themes, with custom weapons and monsters. Some textures from Doom, some custom music sampled from Nine Inch Nails.Map source is included. Consult the author's readme for detailed notes on the many weapons and monster changes, but here's a summary / excerpt:
"Many of the weapons have lowered max ammo cap and the pickups will yield less ammo as well. On harder difficulties, this can make ammo conservation a much more important skill, along with aggressive secret hunting. [...] Armor pickups also yield less armor. [...] Monster behavior is very different, but in subtle ways. [...] Initial delay between aggro and first attack is reduced and semi-randomized. Monsters move fast on hard, and faster on nightmare. Infighting is disabled, except on skill 0. Monster turn speeds are increased by difficulty [...] Monsters have no pain chance. [...] Monsters also have greatly reduced health"
Note: requires a modern engine / source port with increased limits.
Tags: episode, small, medium, castle, runic, doom, music, monsters, weapons, source, limits
Editor's Rating: no rating (yet)
User Rating:
4.5/5 with 40 ratings
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This is absolutely amazing.
Competent brush- and texture work, good lighting, very good music tracks, excellent mood setting.... bugger it, just go play these maps!
Again a 'first map'... but imi74 must have done some kind of mapping before! This is so well polished...
I really hope we will see more stuf from this mapper in the future. Bloody well done; thanks for sharing!
Really cool stuff. Recommend it to everyone. It's a lilbit old school, but in the best way possible. Also it's not bland blocky, nope, it's very nicely detailed. And last map "Grand Finale" is pure beauty. Really loved it. Encounters are quite fun. Layout is amazing. Style is unique. 5 out of 5
Also. Upload on Slipseer. A lot of audience is there too. Different from QD ppl - nowadays it's better to upload here & there
The enemy and weapon changes are cool. Must-play.
Amazing mini-episode. I basically concur with everything Alex Ros and The_Pirate said. I still have 6 secrets to find in the last map, so I'll surely replay it. 5/5
Great maps with a lot of details! Second map - Black Lodge - is clearly Twin Peaks - inspired, and its great! The main attraction of the mod is rebalance of combat. Stakes are higher, flow is faster... I wonder if a bigger campaign is planned with these same features. New weapons feels like they came from good old Alone in the Dark series SOMEHOW...
This was a lot of fun. Different maps with different play styles. #1 felt like classic Quake very much. #2 felt like DooM. #3 felt more like a 'modern' Quake maps. Loved the architecture, particularly with #3 <3 Has custom progs including a custom 'pistol' style SG. Fires faster than a regular pistol. Also seemed like the progs had been altered to remove infighting. Next release should be interesting :)
Got some special flavor here. The revamped "workhorse weapons" probably do most of the lifting when it comes to makes this feel fresh/unique, but it's also got a lovely soundtrack (based on NIN Ghosts I-IV), a nice variety of weird-but-Quake-y aesthetics in its 3 maps, fun progression through interesting areas, and a couple of new monsters... all of which fit together nicely.
Very much worth a play unless you are a super-traditionalist, and I hope we see more.
P.S. on skill 2, the last map is ammo-tight even if you find some secrets, so be frugal. I guess the readme also says this but most of us don't read the readme that closely. :-)
The first map -The Undercity - has a layout very similar to a different map I'd played, but that didn't present me a problem, as I was getting disoriented even in that previously-played map. I love the footsteps/echo (shades of Half-Life), and that the pistol can take down an ogre with just a few shots. As others have commented, "great visuals"!
Great experience through its atmosphere and gameplay, the layout is really efficient and the final map is the highlight of this package, I hope to see more by the author :)
Very creative and cool!
Incredible work. Despite the ambitious novelty of the mod, this episode is a brilliant showcase of minimalist judgment tempering masterfully inspired craft work.
Each chapter has its own feel that draws expertly on different design traditions.
The new arsenal and reprogrammed enemies (a much higher DPS) feels like a kind of heightened precision redolent of post-Quake man-shooters which shouldn’t fit in Quake — but the holistic design, the minimal set, and the consistency across very different environments make it work fantastically. This new minimal weapon set is a brilliant achievement in its own right and the new combat dynamic deserves to be explored further by the community. Credit to a Markie for getting the ball rolling on this with his experimental ‘pistol start’ work with tangibly suggested these kinds of possibilities.
Amidst the stand out achievements, these subtle flourishes really impressed me: 1. Brilliant fine detail geometry while retaining classic textures and not getting lost in general brushwork noise. The design was never distracting or overly baroque, the geometry never snagged or caused navigational ambiguity. This is masterful stuff. In combination with the new weapon and enemy dynamics, architecture that doesn’t look in the least sensational or confusing produced new combat tactics. 2. World-class minimalist finesse in lighting, fog and palette. The Black Lodge especially (RIP Angelo Badalementi) had some of the best strong ambient darkness I’ve seen in Quake mapping — passages that were banal by any other metric gained immense character from this. 3. Secrets that are more than closets and less than Easter eggs. Particularly in the Citadel, they embellished the sense of the place without ever feeling like indulgent distraction. 4. I adore the flickering geometry of the teleports. Enthralling objects.
imi74, you’re a genius. I can’t wait to see what more you have to show and what others can learn from you.
One minor bug: mini-fiends gib into regular fiends, which looks disconcerting.
I really enjoyed playing this 3 Maps, in certain the third Map. Playing on skill 2 wasn't to hard, at least for me. I found 7/11 Secrets in the third map. 5/5
I don't know what to add, others mostly covered it all I think. It's great for me especially in one aspect. Even though it has 3 different styles, the music and weapon changes make it still coherent. And since the music fits it all perfectly, it IS coherent. :D
Anyway, got 10/11 secrets in Citadel. Sadly, red armor and that nasty '2-walls-reveal-lift-to-quad' ones I discovered when it was all over. Where is that damn last secret, no idea..
I really recommend running this in TyrQuake's software renderer, it just fits this one.
Aaah, "3-face-ring-of-shadows"! Hehe, great.
I had to say that it's overly better than I thought, it's so brilliant.
I don't know what makes the atmosphere the most, whether the music, weapons and monster modifications, level design, the flow or all of it together, but we just need more of this.
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Did you read the file's readme?