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Author:

AlekswithaK, Danz, Fairweather, Greenwood, h4724, JCR, khreathor, Markie Music, Mazu, Pinchy, PoolboyQ, VoidForce

Title:

Dwell - Episode 1 (Version 1.2)

Download:

dwellv1p2.zip (8e6295f4da425a3b96e8c7ada01743c2)

Filesize:

124676 Kilobytes

Release date:

07.10.2020

Homepage:

Additional Links:

Additional screenshots • Func_Msgboard • Trailer •

Type:

Partial conversion

BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds:

Files in the ZIP archive

Files in the ZIP archive:

File

Size

Date

README_dwellv1p2.txt

4 KB

07.10.2020

gfx/conback.lmp

63 KB

26.09.2020

gfx/env/ame_nebula/ame_nebula.shader

1 KB

15.01.2009

gfx/env/ame_nebula/ame_nebula_bk.tga

769 KB

13.03.2002

gfx/env/ame_nebula/ame_nebula_dn.tga

769 KB

13.03.2002

gfx/env/ame_nebula/ame_nebula_ft.tga

769 KB

13.03.2002

gfx/env/ame_nebula/ame_nebula_lf.tga

769 KB

13.03.2002

gfx/env/ame_nebula/ame_nebula_rt.tga

769 KB

13.03.2002

gfx/env/ame_nebula/ame_nebula_up.tga

769 KB

13.03.2002

gfx/env/ame_nebula/readme

1 KB

14.01.2009

gfx/env/black_bk.tga

13 KB

07.10.2012

gfx/env/black_dn.tga

13 KB

07.10.2012

gfx/env/black_ft.tga

13 KB

07.10.2012

gfx/env/black_lf.tga

13 KB

07.10.2012

gfx/env/black_rt.tga

13 KB

07.10.2012

gfx/env/black_up.tga

13 KB

07.10.2012

gfx/env/moonrise_bk.tga

3073 KB

14.05.2015

gfx/env/moonrise_dn.tga

3073 KB

14.05.2015

gfx/env/moonrise_ft.tga

3073 KB

14.05.2015

gfx/env/moonrise_lf.tga

3073 KB

14.05.2015

gfx/env/moonrise_rt.tga

3073 KB

14.05.2015

gfx/env/moonrise_up.tga

3073 KB

14.05.2015

gfx/env/ozymandias_bk.tga

769 KB

06.07.2020

gfx/env/ozymandias_dn.tga

769 KB

06.07.2020

gfx/env/ozymandias_ft.tga

769 KB

06.07.2020

gfx/env/ozymandias_lf.tga

769 KB

06.07.2020

gfx/env/ozymandias_rt.tga

769 KB

06.07.2020

gfx/env/ozymandias_up.tga

769 KB

06.07.2020

gfx/env/sahara_bk.tga

577 KB

11.11.2017

gfx/env/sahara_dn.tga

736 KB

11.11.2017

gfx/env/sahara_ft.tga

614 KB

11.11.2017

gfx/env/sahara_lf.tga

616 KB

11.11.2017

gfx/env/sahara_rt.tga

591 KB

11.11.2017

gfx/env/sahara_up.tga

361 KB

11.11.2017

maps/d1m1.bsp

5796 KB

01.10.2020

maps/d1m1.lit

2696 KB

30.09.2020

maps/d1m2.bsp

9158 KB

28.09.2020

maps/d1m2.lit

2316 KB

28.09.2020

maps/d1m3.bsp

14919 KB

29.09.2020

maps/d1m3.lit

4804 KB

29.09.2020

maps/d1m4.bsp

2590 KB

05.10.2020

maps/d1m4.lit

1562 KB

05.10.2020

maps/d1m5.bsp

2912 KB

07.10.2020

maps/d1m5.lit

1454 KB

07.10.2020

maps/d1m6.bsp

6693 KB

05.10.2020

maps/d1m6.lit

2661 KB

05.10.2020

maps/d1m7.bsp

9358 KB

06.10.2020

maps/d1m7.lit

4285 KB

06.10.2020

maps/d1m8.bsp

9357 KB

04.10.2020

maps/d1m8.lit

4097 KB

04.10.2020

maps/d1m9.bsp

20962 KB

03.10.2020

maps/d1m9.lit

5833 KB

03.10.2020

maps/start.bsp

5713 KB

04.10.2020

maps/start.lit

2317 KB

04.10.2020

music/Track107.ogg

5892 KB

16.09.2020

music/track02.ogg

1491 KB

01.10.2020

music/track03.ogg

1932 KB

24.09.2020

music/track100.ogg

2784 KB

01.10.2020

music/track101.ogg

6917 KB

26.08.2020

music/track102.ogg

5115 KB

31.08.2020

music/track103.ogg

5894 KB

06.09.2020

music/track104.ogg

5371 KB

02.09.2020

music/track105.ogg

5576 KB

15.09.2020

music/track108.ogg

5954 KB

21.09.2020

music/track109.ogg

5048 KB

22.09.2020

music/track192.ogg

2203 KB

23.09.2020

pak0.pak

3480 KB

01.10.2020

progs.dat

552 KB

01.10.2020

progs/b_bh25.bsp

9 KB

11.06.2020

progs/boss_egypt.mdl

789 KB

02.10.2020

progs/dead_tree.mdl

263 KB

08.07.2020

progs/end1.mdl

30 KB

20.09.2020

progs/h_zombie.mdl

8 KB

27.09.2020

progs/item_keys_runes.qc

10 KB

19.09.2020

progs/lain_gkey.mdl

360 KB

26.08.2020

progs/misc_amonstatue.mdl

89 KB

20.09.2020

progs/misc_amonstatue_void.mdl

89 KB

20.09.2020

progs/misc_horusbird.mdl

69 KB

31.08.2020

progs/misc_player.mdl

550 KB

20.11.2019

progs/misc_smoke.mdl

32 KB

01.07.2020

progs/misc_tutstatue.mdl

175 KB

02.01.2018

progs/misc_tutstatue_void.mdl

52 KB

20.09.2020

progs/mon_gargoyle.mdl

380 KB

20.11.2019

progs/mon_tarbaby.mdl

500 KB

20.11.2019

progs/morph_az.mdl

294 KB

20.09.2020

progs/morph_eg.mdl

789 KB

02.10.2020

progs/morph_gr.mdl

294 KB

20.09.2020

progs/s_spike.mdl

3 KB

01.10.2020

progs/scarab_key.mdl

42 KB

20.09.2020

progs/v_light.mdl

22 KB

01.10.2020

progs/v_nail.mdl

47 KB

01.10.2020

progs/v_nail2.mdl

48 KB

01.10.2020

progs/v_rock.mdl

37 KB

01.10.2020

progs/v_rock2.mdl

39 KB

01.10.2020

progs/v_shot.mdl

43 KB

01.10.2020

progs/v_shot2.mdl

22 KB

01.10.2020

progs/zombie.mdl

283 KB

25.09.2020

quake.rc

2 KB

22.07.2020

sound/ambience/dronerumble1.wav

224 KB

28.09.2020

sound/ambience/electric1.wav

145 KB

28.09.2020

sound/ambience/engineroom1.wav

218 KB

28.09.2020

sound/doors/egypttry.wav

20 KB

19.09.2020

sound/doors/egyptuse.wav

22 KB

19.09.2020

sound/guard/death.wav

130 KB

01.10.2020

sound/guard/pain1.wav

33 KB

01.10.2020

sound/guard/see1.wav

54 KB

01.10.2020

sound/jcrsounds/bigbreak1.wav

426 KB

19.08.2020

sound/jcrsounds/biggestreveal.wav

132 KB

03.09.2020

sound/jcrsounds/bigsplash1.wav

591 KB

19.08.2020

sound/jcrsounds/breath1.wav

217 KB

02.09.2020

sound/jcrsounds/coconut.wav

224 KB

04.09.2020

sound/jcrsounds/death.wav

27 KB

03.09.2020

sound/jcrsounds/dpain1.wav

7 KB

03.09.2020

sound/jcrsounds/finalscream.wav

143 KB

31.08.2020

sound/jcrsounds/flow1.wav

52 KB

17.07.2018

sound/jcrsounds/flow2.wav

305 KB

05.08.2018

sound/jcrsounds/gibbust1.wav

23 KB

29.08.2020

sound/jcrsounds/heartbeat.wav

69 KB

02.09.2020

sound/jcrsounds/monsterbubble.wav

1562 KB

31.08.2020

sound/jcrsounds/monstergrunt1.wav

126 KB

25.08.2020

sound/jcrsounds/monstergurgle.wav

427 KB

06.09.2020

sound/jcrsounds/monsterscream1.wav

77 KB

19.08.2020

sound/jcrsounds/oomph.wav

17 KB

19.08.2020

sound/jcrsounds/poop.wav

22 KB

29.04.2019

sound/jcrsounds/rock_impact.wav

90 KB

02.01.2018

sound/jcrsounds/rumble.wav

104 KB

13.08.2018

sound/jcrsounds/sight.wav

26 KB

03.09.2020

sound/jcrsounds/song.wav

294 KB

05.09.2020

sound/jcrsounds/ssight.wav

16 KB

03.09.2020

sound/jcrsounds/windoutdoor.wav

206 KB

02.09.2020

sound/jcrsounds/woodbreak1.wav

83 KB

02.01.2018

sound/lain/buzz1.wav

269 KB

01.10.2020

sound/lain/darkchoir.wav

34 KB

05.07.2017

sound/lain/fl_hum1.wav

216 KB

30.09.2020

sound/lain/wind2.wav

56 KB

30.09.2020

sound/markie/roar1.wav

130 KB

24.09.2020

sound/markie/roar2.wav

76 KB

24.09.2020

sound/markie/roar3.wav

108 KB

24.09.2020

sound/markie/rumble.wav

104 KB

01.07.2015

sound/misc/coin.wav

212 KB

06.09.2020

sound/misc/menu1.wav

8 KB

01.10.2020

sound/misc/menu2.wav

14 KB

01.10.2020

sound/misc/scarabkey.wav

31 KB

20.09.2020

sound/pbq/coin.wav

212 KB

06.09.2020

sound/sound/lain/buzz1.wav

269 KB

01.10.2020

src/d1m1.map

3116 KB

06.10.2020

src/d1m1_readme.txt

3 KB

01.10.2020

src/d1m2.map

4466 KB

06.10.2020

src/d1m2_readme.txt

2 KB

28.09.2020

src/d1m3.map

8104 KB

29.09.2020

src/d1m3_readme.txt

2 KB

01.10.2020

src/d1m4.map

2255 KB

05.10.2020

src/d1m5.map

1381 KB

07.10.2020

src/d1m5_readme.txt

3 KB

01.10.2020

src/d1m6.map

7707 KB

05.10.2020

src/d1m7.map

7214 KB

06.10.2020

src/d1m7_readme.txt

3 KB

06.10.2020

src/d1m8.map

5670 KB

04.10.2020

src/d1m8_readme.txt

3 KB

01.10.2020

src/d1m9.map

15450 KB

02.10.2020

src/light.log

2 KB

05.10.2020

src/start.map

2831 KB

04.10.2020

src/vis.log

1 KB

05.10.2020

dwellv1p2.zip

Dwell - Episode 1 (Version 1.2)
First episode of a four-episode project: nine medium to large Egyptian-themed levels including a start map. They are based on the Copper mod (included) and feature new monsters, weapons, sounds, skyboxes and custom music tracks. The map sources are included.

Note: These maps require a source port with increased limits + BSP2 support.

Tags: egypt, copper, textures, hard, void, secrets, exploration, episode, campain, models, blood, coop, flesh, music, skybox

Editor's Rating: no rating (yet)

User Rating: 4.8/5 with 40 ratings

You can NOT add ratings if you are not logged in.

Lane Powell Registered, rated this a 5 12 October 2020, 2:08

An excellent episode. First of all, it's great to have a third episode for the Copper mod, a mod for which my appreciation is deepening the more I play it. This is probably the best of the three to my taste (though all of them are great). It's definitely more consistent between maps in terms of style compared to Realm of the Lost (which would have near-AD levels of detail in one map followed by something closer to id) and also has a clear narrative with its Egyptian ruin theme that gradually becomes more fleshy and otherworldly, with the last couple of maps being messy hellish void levels. It also gets pretty hard toward the end but I'm not complaining. Great stuff, and the promise of three more episodes to follow is exciting.

Ryewee Guest 16 October 2020, 16:01

"nine medium to large Egyptian-themed levels including a start map" There appears to be no start map. -game dwell does nothing. I can access each map individually d1m1 etc but not base map.

fairweather Registered, rated this a 5 16 October 2020, 17:31

Hi Ryewee, you've not installed the game correctly. It needs to be a seperate folder from your ID1 directory, but you've installed it on top it seems. Install it next to the directory, and type "game dwell", hit "tab" to autocomplete to the patch version and then hit Enter.

Ryewee Guest 17 October 2020, 17:12

Hi fairweather, thanx! I probably did install it incorrectly. So I reinstalled it where you suggested but it didn't solve the problem straight away. It seems that it did not work when it was named "dwell" but renaming it to "dwellv1p2" fixed the problem.

Mugwump Registered 20 October 2020, 0:35

Oh hey, my palm tree from sm194 is in there, pictured in all its glory for eternity (or at least until Quake is forgotten)! ;p How coincidental that this comes out now, just when I've started making my first egyptian map barely a few weeks ago.

Chaser Registered, rated this a 5 23 October 2020, 18:33

easy 5/5 for me. Even though it's a bit hard on the gameplay edges, I cant give it any other score than max for all the stuff that's made right in this episode.

Map design, graphics, colors, overall tone, and that OST - it had fun exploring from start to finish.

Real Guest 24 October 2020, 14:05

Excellent set of maps, I've only played a few so far but have been blown away. Love the music too, thanks for creating this.

OleBumma Registered, rated this a 5 25 October 2020, 2:00

I've been very satisfied with this episode. Very playful, not a frustrating game at all, kinda testing at times, amazing design. I really enjoyed it and I'm looking forward to see episode 2 being released!
It's a project worth to keep working on.

Gila Registered, rated this a 5 6 November 2020, 13:17

Great pack! Amazing work all around, thanks to all who created this. I agree with funcmsgboard post by StroggSothoth that episode has "a sort of Dissolution of Eternity meets Zerstorer" feel to it, mixing egyptian themes with 'evil' and organic/meat stuff.

This release actually feels like a cohesive episode, since the themes mostly flow from one another level to level, though maps might seem to have different amount of 'eyecandy' or detail - for example d1m6 might seem 'overdetailed' compared to, say, d1m2. The included ambient music is also very good and adds to the atmosphere.

At first I started this on Hard and it was a bit much, so I dropped to Normal and it felt very comfy. Waiting for the following episodes, wondering what new themes (or variants) will they bring!

MikeTaylor Registered, rated this a 5 14 November 2020, 18:42

There's ever such a lot to love about this, so that it would be ridiculous not to give it the full five stars. But I do lament that it ended with such a ridiculous arena fight. I had a couple of goes at doing it legitimately, but in the end just gave up and god-moded to get through it. I don't regret it: even with that done, I nearly ran out of the necessary ammo to kill the Big Bad. Such a disappointing way to end what had up to that been the best level of the pack — which is really saying something.

JP Guest 2 December 2020, 17:28

One of the best big-box releases for Quake of the modern mapping scene.

It's got dark, oppressive atmosphere coming out the wazoo.

The custom soundtrack is spot-on, and, because it's the same artist, helps to bring together the levels as one cohesive set.

It's got a proper boss fight, with brilliant custom models (not to be sniffed at - to often the new models look a little janky compared to the originals.)

Yes, it's hard - the final boss fight even more so - but that's what difficulty levels are for. It just goes slightly further than the AD difficulty curve, I think. So easy on Dwell is somewhere between Normal and Hard on original Quake. Normal somewhere between Hard and Nightmare, etc.

The way the aesthetic descends from egyptian temples to hybrid eqypt/flesh horror and then into hellraiser void temple territory is possibly my favourite thing about the episode - possibly the most cohesive visual journey of any quake episode, original or modded, that I've played.

Can't wait for the second Episode.

dwere Registered 3 December 2020, 11:37

So you get out of those rectangular corridors and face the glorious portal to another world. You go through it. What do you see? Is there suspense? Is there awe?

Nope, just monsters throwing things at you in the Challenging Quake Map #3443.

I'm sure the rest of the episode is great, but can we at least pretend that dimensional travel is still exciting?

kerick Guest 4 December 2020, 5:26

No doubt the best episode released for Quake, bar none. The cosmic horror element is fantastic, slowly creeping in underneath the veneer of a typical Egyptian theme (Hinted at in the start map).

The maps are all beautifully detailed and scripted, progressively getting more difficult as they go on all culminating in my favorite map in the pack, the final one.

Other standouts are levels 2, 4 and 7. 7 in particular had an insane feeling, nothing like I've played in Quake before. Felt more like a Half Life Xen map somehow invaded by Quake monsters.

It's hard, like proper difficult. I haven't played much in Quake that has really challenged me like this, and it's good to see something that isn't afraid to maybe alienate people for that sake (Dark Souls comes to mind XD).

The music is pretty decent too, sometimes veering into the realm of cheesy (level 2 and 3 themes) but mostly in-keeping with the style of the original OST with it's own flavor.

I can't wait for more, hope we see updates soon.

drdefault Guest 31 December 2020, 12:38

Loved this episode although I didn't make it to the end. Here are some thoughts on the individual levels.
Into the MVoid: Despite using a lot of standard textures, it didn't have a Quake atmosphere at all - more Half-Life "aliens in a lab" vibe. The architecture was clean, smooth, readable. A tidy and enjoyable level that flowed easily, with a fresh, simple look.
Duet with Duat: A visual treat. Small and medium-sized pyramids and high platforms offered new shooting angles and grenade bounces. The pacing is great - once the high platforms are reached the level transforms into an arena combat. Coloured light recalls Unreal's Nali temples, but the prettiest spot was a gorgeously-textured beige and silver underground hall. Combat was perfectly calibrated with numerous 1HP moments. A cheerful, memorable level, with nice music too.
Under A Funeral Moon: The brilliant final fight was built up to by a long and beautiful indoor section: stone decorations, columns, steps, all contributing to a weighty Egyptian dungeon feel. Then there was calm moment in the desert night, before a pacy, drawn-out yet exciting combat making good use of modern regenerating enemies and ammo, in a subtle open U-shaped space. I shouted and swore a lot, but made it through first time. Only problem with this level is that I was able to run through the whole first part. Otherwise, excellent.
Arrivee de L'Etranger: A conventional medieval dungeon with tall stone chambers, effective water interludes and strong vertical combats against opponents on high platforms and niches. I thought the final combat and also the disgusting but innovative genocidal interlude (involving shooting dozens of teleported-in grunts) both lacked some difficulty.
That Which Can Eternal Lie: Despite the massive and gorgeous stonework, this level is actually structured around a small, tight spiral ascent, throwing in ever tougher encounters on it and in surrounding chambers. The balance is perfect. I was pushed to switch strategies and lead enemies into infighting or weaker locations. Ingeniously, the craziness of the resource- and kill-rich side-chambers is gated off from the rigorous, tactical, spatial combat in the central ring. Really impressive visual and game design.
Into The Flayed: A traditional interconnected, medium-scale map with ferociously skilled brushwork. Complex detailing gave areas a rich identity. Fun and fairly varied combats and monster mixes, but less dramatic than earlier levels.
Darkstar Triumvirate: This level pushes the envelope of what environments we can expect in Quake with a visionary tombs and tentacles in space aesthetic. I really appreciated the boldness and also the conveniences like well-placed teleports. However I found the heavily-scripted flow to be too much and lost patience.
All in all, a great dose of fun. I can't agree with JP that it was cohesive though.... Even though the textures and themes are similar, the individual mappers' styles were quite distinct - which is fine!

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