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Author: | Comrade Beep |
Title: | Candles of the Damned |
Download: | ad_candles.zip (e32ca1e5df960c9dca577621a7ad3f30) |
Filesize: | 10647 Kilobytes |
Release date: | 31.10.2020 |
Homepage: | |
Additional Links: | |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() | |
Dependencies: | ad_v1_80p1final • |
Files in the ZIP archive
File | Size | Date |
---|---|---|
ad_candles.txt | 3 KB | 31.10.2020 |
maps/ad_candles.bsp | 16908 KB | 31.10.2020 |
maps/ad_candles.lit | 2726 KB | 31.10.2020 |
progs/bats.mdl | 274 KB | 02.10.2019 |
sound/ambience/baby1b_22k.wav | 1537 KB | 14.07.2019 |
sound/ambience/baby2a_22k.wav | 1109 KB | 14.07.2019 |
sound/ambience/bell.wav | 468 KB | 20.10.2019 |
ad_candles.zip
Candles of the Damned
Remake of E1M2 from Quake: a medium-sized medieval castle with many candles. The map was previously released as part of Halloween Jam 2. Among other things, this version features even more candles! Comes with a new bat model and some ambient sounds.Note: This map requires Arcane Dimensions and a source port with increased limits + BSP2 support.
Tags: medieum, medieval, remake, remix, e1m2, models, sounds, ad, arcanedimensions, limits, bsp2, medium
Editor's Rating: no rating (yet)
User Rating: 4.7/5 with 21 ratings
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Great new version, and thanks a lot for the secret finale! I almost quit at the beginning when I realised I had already played that map, and I'm glad I didn't.
Great.
Out of the water, its a great map, but lots of water, its my thing only, hate playing quake, where you have to be in the water a lot of times,swimming to god knows where, and no oxygen...without water 5 with it.2
Based on the layout of e1m2 its an awsome map, excelent through and through.
The screenshot says it all, really.
Years ago, I made the mistake of thinking that Quake has successfully skipped its own version of Doom's overdetailing era. It probably had something to do with the lack of mainstream interest in the game. Darkplaces crowd feels separate from this place, much like the Doomsday community does not overlap with the primary mapping scene of Doom in any meaningful way. Doom, however, always seemed to enjoy a greater flow of new content, which means attracting ambitious amateurs in larger quantities, which would ultimately influence the community-specific design language.
Enter Arcane Dimensions.
All the signs are there. I'm not even talking about the venerable "every brick is a brush (and every book is a bunch)" mapping principle. It has little to do with complexity. This map, for instance, is very clean. But look at those impeccably rectangular details carefully aligned with the grid. Curves that have no excuse being this curvy in an environment that doesn't just look decaying, but pretty rugged to begin with. And that perfectly symmetrical sign on the door - probably an accident, but it's a great analogy for this rigid and unnatural kind of design.
I don't want to discourage people from making or remaking things for Quake. But I hope that this will be a starting point for something more ambitious than adding curves and rectangles to an already rectangular layout.
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Did you read the file's readme?