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Easily install and launch Quake maps with the cross-platform Quake Injector

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Author: | Naitelveni
Title: | The Master's Tools Will Never Dismantle the Master's House
Download: | tintin_jam_nait.zip (cd8873213ac4b8430659737891fd1787)
Filesize: | 9198 Kilobytes
Release date: | 11.08.2020
Homepage: |
Additional Links: | Func_Msgboard •
Type: | Single BSP File(s)
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds:
Dependencies: | dtintin_fixed •

Files in the ZIP archive

Files in the ZIP archive:

File | Size | Date
Tintin_jam_nait/Tintin_jam_nait.txt | 2 KB | 11.08.2020
Tintin_jam_nait/tintinjam_nait.bsp | 19643 KB | 10.08.2020
Tintin_jam_nait/tintinjam_nait.lit | 5637 KB | 10.08.2020
Tintin_jam_nait/tintinjam_nait.map | 15786 KB | 10.08.2020

tintin_jam_nait.zip

The Master's Tools Will Never Dismantle the Master's House
Late entry for the Doom Tintin Jam: a medium-sized DOOM3 base map with hell areas. The map source is included.

Note: This map requires Doom Tintin Jam or Arcane Dimensions and a source port with increased limits + BSP2 support.
[Cannot be played through the Quake Injector]

Tags: medium, base, hell, doom3, d3, textures, ad, arcanedimensions, limits, bsp2, source

Editor's Rating: no rating (yet)

User Rating: 3.5/5 with 19 ratings
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Solomoriah Registered 29 August 2020, 19:53

Stuck in the second zombie fight area. Not sure what the trick is to kill them; must be overlooking something. But I did discover a few areas where there are unintentional "holes" in the walls, particularly if you go all the way around the circle to the far end.

holaareola Registered, rated this a 3 2 September 2020, 14:59

The visuals are excellent. The architecture and texturing work together hand in glove, and the hell area, though small and simple, looks better than anything in Doom3 itself in my opinion!

But like Solomoriah I also got stuck in the zombie area and had to noclip out. In general, too much melee (never Quake's strong point) and it just starts to get more interesting with the hell section right before the level finishes.

Neat gameplay idea making the player use the death knights homing missiles to blow up the zombies at the start though.

Mars Registered, rated this a 5 12 September 2020, 22:47

Fantastic map! But it's too short. 5/5

zombiechops Registered, rated this a 5 25 September 2020, 14:40

I really liked this map. It was a little aggravating at first, having to backtrack to the room with the bobomb death knight from the second room. It gets clearer in the later part of the map that it's one of those classic Quake maps where going back to places you've been before doesn't mean it's still the same! And I can't stress CLASSIC enough. 5/5!

MikeTaylor Registered, rated this a 2 8 October 2020, 11:09

Well, what a joyless grind that was. I admire the architecture, but after the frst set-piece, none of the others was really enjoyable. The second room in particular was a horrible experience. Having to go back over and over to the first room to pick up the vore ball from the blue flail knight was bad enough, but having to do the lava jumps repeatedly — and on pedestals with sloping surfaces making it hard to jump reliably — was just no fun at all. There are some nice ideas here, but the execution was off. Sorry, Nait!

carlmartus Registered, rated this a 5 6 January 2021, 13:52

Top aestetics. First I didn't get the puzzle aspect of the map. But when I understod that. It made sense.

Short map but unique.

dwere Registered 7 January 2021, 1:18

Those giant doors and oversized everything else sure look weird. I think the original context of these textures is fucking with perception a bit.

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