A downloadable mod

Dimension of the Blood God, map for vanilla Quake. Designed specifically for Steve Lee's Level Design Jam 10. The intention was to create a level which is based on two themes: Backwards and Identity. Both gameplay and narrative were created around them, although it is up to player's interpretation. 


The level's playthrough is around 5-7 minutes, it has both combat encounters and simple set pieces. 


Currently, the level is playable, but not polished (especially when it comes to texturing and lighting). It was tested on Ironwail source port. Official port is not supported yet (although I'm planning to fix that).

If you have any feedback or suggestions - I will be more than glad to read them!


Synopsis: After countless fights and interdimensional travels, Ranger got through another slipgate to demolish remaining Quake's hordes. In the end, the slipgate turned out to be malfunctioning, and Ranger was teleported on a mysterious plane. Will he manage to overcome all of the challenges along his way?

P.S. Like most of Quake maps, Dimension of the Blood God has 3 secrets. Will you be able to find all of them? ;) 

Updated 25 days ago
Published 26 days ago
StatusReleased
CategoryGame mod
AuthorKranto
TagsFPS, Game Design, Level Editor, Retro

Download

Download
dobg.bsp 2.8 MB

Install instructions

Download the map and install it in the directory of your sourceport (usually it is <folder>/id1/maps) and load the map via console: 'map dobg'

Development log

Comments

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(+1)

Hey, nice work! I unfortunately have no way of playing the level, but I gathered some points from your playthrough:

  • The individual parts of the level are nicely varied; each room felt fresh and interesting.
  • The room with enemies on top of the blocks (1:30 in the video) stood out to me the most, as it requires the player to change up their pace and playstyle a bit; I would recommend you to focus on 'twists' like these which will make the play experience more varied.
  • Lastly, the only criticism I have is in connection to backtracking. Since you require the player to backtrack, I would recommend adding something new on the way back (e.g., new traps, new enemies, slight changes to the rooms); a simpler solution would be to just allow them to teleport back to the main crossroad room, but changing up the rooms at least a bit would definitely be more interesting.

Hope this helps and feel free to reach out if you want me to elaborate on anything!

(1 edit)

Thanks a lot for taking a look at the playthrough and sharing your thoughts! 

  • I think that there are enough twists besides the ogre room - Blood God trial (lift arena) and the ending. But I will probably consider adding something more to that in the post-jam version :)
  • Well, I personally don't mind backtracking the way it is here, it feels like classic Quake/Doom maps, and it did not seem to be that dragging, but your suggestion may certainly spice it up a bit. Although, I'm concerned that it is very easy to overtune such segments imo.

Anyway,  I appreciate your suggestions, those certainly gave me some food for thought! I am looking forward to make a proper final post-jam version with major improvements on the visuals and some gameplay details, which were not perfect enough.

(+1)

Yeah, I'm not that experienced with Quake or Doom. Although, I have played the new Doom games and it's true that even in those modern iterations backtracking happens quite often and they do not add anything to the rooms when you backtrack. It is very subjective, so definitely go with what feels the best for you.