Ternary Sanctum

by IC

Ternary Sanctum is great. There are some Quake maps that really have a weight to them. They don't have to justify their worlds through text or lore dumps (though they may also choose to), something about them just gives the wordless impression of a deep history. The upcoming The Whispering Star (27) is another strong example.

This map uses pretty minimal texturing, but unlike Halls of Eternal and Unending Torment (6) it's used to great effect. It really operates on church rules, where the ostentation of all the stone work and stained glass is designed to make you feel small and humble in front of God. Rather than being a showy display of wealth and intricate craft in its masonry though, enormous flat slabs of stone and minimalistic brushwork make a level that feels more faceless and monolithic, effortlessly towering and impressive.

It is beautiful too. The rooms are primarily lit by natural sunlight coming from the eye searingly bright void surrounding the map. This naturalistic lighting really contributes to the feeling of mystery surrounding the entire place. This was not built for (and possibly not even by!) people (although it is of course stuffed to the gills with monsters.) There are no torches, no electric lighting. Just this massive structure, immovable as mountain, suspended in the white void. The music is a real heavy lifter in all this too. I feel like most of the levels I've loved in this jam have had pretty minimalist soundtracks, something to set a mysterious mood. Of all things the track reminds me of a Blade Runner Vangelis piece. Nothing but the ambience of the wind whipping across dust blasted stone, backed by gentle horns

This is what I really mean when I talk about the level having weight. This is the kind of map that sets my brain sparking, has very few answers, yet I still feel like there could be an answer out there somewhere, if only I could grasp it. Through the map it asks you to 'break the seals', smashing obsidian statues in order to progress, the final one of which unlocks a portal to a strange sub realm. Octagonal pillars pierce the landscape as the demands you destroy 'the conglomerate', an enourmous crystal, before exiting the map. Was this place built to seal away some power perhaps? A dead Rover lies at the entrance with the first weapon of the map, implying something more than its willing to articulate.

It also plays pretty well! If it does have an issue, its that the spaces are often little too large. Especially with the QBJ3 pistol (don't get me started), it sometimes feels like you're a little too far away from enemies for them to be threatening or can pick them off at a distance. It does an excellent job at leading the player around though. Broadly, you gradually circle around the central champber of the map in various challenge rooms and corridors before opening it up the central shrine and finding the keys to activate it. Its all extremely cromulent, solidly built combat and exploration, as well as some cleverly hidden secrets to chew over as you move through the layers of the map.

"This feels like going to church" does not sound like it should be an endorsement, and yet!