Classic Levels


On this page you will find the 10 or so levels (or level packs) that, in my opinion, you MUST have on your hard drive. If you don't, you are denying yourself some serious entertainment. These levels may not be the latest or the most complex, but they are the finest examples of the art of Quake II editing I have seen to date. Enjoy them!

The Powersphere Quest by Cedar Kraus, May '98
What the End is For by Carson Utz, April '98
Crater's Edge by Alex Richardson, April '98
Fatal Opportunity by YooShin Yang, February '98
Incarceration by Greg Barr, January '98
First Strike by Scott McNutt, March '98
Abandon all Hope by James Parkman, March '98
The Azure Mines by James Parkman, March '98
Blood Red Sunset by YooShin Yang, April '98


1. The Powersphere Quest   European Mirror Download
Cedar Kraus | psph02.zip | 4.89mb | 02.05.98 | SP/CO/DM/SK | text file | e-mail

Powersphere Quest Pic 1  Powersphere Quest Pic 2

I know I've said this a few times before, but here we go again - The Powersphere Quest is the best set of maps I have yet had the pleasure to play, *including* the id maps. No exaggeration - a simple fact. All this from a level set that started life as a co-op project, from an author who has kept quiet on the editing scene (to my knowledge) until now... Too good to be true? I think not. Read on...

The Powersphere Quest consists of five breathtaking maps, each with its own unique style, each hard as rock and each that'll leave your eyes bulging out of their sockets in disbelief. The storyline is brief but solid - your goal is to seek out a Strogg power sphere of untold strength hidden in the bowels of an alien city, accessible through a series of underground caves. Here's a short rundown of the maps: Techno City is a base-style fortress on a grand scale, boasting enormous computer units, warehouse areas and masses of crossover. Hell Canyon is reminiscent of id's Outlands map - a sprawling labyrinth of underground tunnels on a multitude of levels with a large river running throughout, each level accessible by a series of ladders - never before have you seen such believeable rock formations using the Quake engine and when you reach your goal, the green bridge (pictured), you'll have seen one of the best pieces of architecture too. The Crossover is an industrial/tech city featuring a fabulous water-tube walkway, leading to The Palace, fashioned after Makron's Palace in QII but, dare I say it, even more beautiful and awe inspiring. The last map, The End, sees you find the object of your desire, the Powersphere itself. Each of the maps is populated by an almost overwhelming stock of monsters - Hell Canyon, for example, sees you battling five (yes five!) end level flying boss-type things (a technical term :) Surprisingly (assuming you play it on Skill 0) the fighting, although always fast, furious and brutal, is always fair and, most importantly, always beatable - just! My health was almost permanently on around 5! The sheer size of the maps should also be mentioned, each taking a hell of a long time to complete and each incredibly complex without being frustrating. Many times I felt as though I was completely lost, only to stumble on an area I hadn't seen before.

I did not witness a single flaw, a single texture misalignment or a single poorly lit area in any of the maps. In fact, I think it would be almost impossible to improve the work in any way, shape or form. Although the download is nearly 5 meg, this set of levels will last you a good many hours - more if you forget to constantly reach for the save button. I can't recommend The Powersphere Quest to you too highly - it doesn't (yet) get any better than this and if Cedar (presuming he wants to work in the industry) isn't hired on the strength of this work, there ain't no justice. Perfection in a .zip file - the bar has been raised...


2. What the End is For   European Mirror Download
Carson Utz | risc1.zip | 1.29mb | 15.04.98 | SP/SK | text file | e-mail

What the End... Pic 1  What the End... Pic 2

Oh dear, this is going to be difficult... Having effectively shot my bolt with the review of Alex Richardson's Crater's Edge, along comes another mindblowing level and I've gone and used up all my superlatives! Stop here if you like and fire up your ftp app. From here on in it's sickly gushing praise time again :)

Simply put, What the End is For is a veritable tour de force (to coin a phrase :) A huge level of stunning architecture and gameplay set pieces. Your task is to assassinate the Strogg Warlord and capture his ship, an objective that sees you locating and activating the cargo systems and finding the security CD which gives access to the control deck, the penthouse apartment of Mr Warlord. To get that far you must play through what has to be said are some of the most beautiful architectural areas you will find in a QII map, id's included. The scale of the level is immense, with striking coloured lighting used to give each sector of the map a unique identity. Gameplay is non-stop, with monsters, in particular squadrons of Technicians, appearing in large packs, and is incredibly satisfying. Although being basically linear, Carson has managed to create the illusion of interconnectivity by sealing off areas with lasers, which later expose further areas and supplies. Some ingenious interactive elements have also been included, such as stairways that slide away to reveal further aggressors and a cargo system you can use as a barrier to protect you from seemingly impassible laser defences. One thing I didn't like, however, was the inclusion of a number of 'sudden death' traps, which, thanks to my continual saving, didn't hinder my progress too much.

It has to be said that this map may give lesser machines a bit of a problem, as r_speeds are high, but more importantly, my poor old Voodoo 1 card thrashed like hell at the continuous use of differing textures. Don't let that stop you from getting hold of this map, though. Truly 'tis a work of art :)


3. Crater's Edge   European Mirror Download
Alex Richardson | cr8redge.zip | 1.16mb | 14.04.98 | SP/DM/CO/SK | text file | mail

Crater's Edge Pic 1  Crater's Edge Pic 2

OK, let's get one thing out of the way right now - I am absolutely, totally stunned by this level. I love it. It's (to quote another review site, Jeff :) *great*. Totally. Did I say that? I did? OK... Crater's Edge is the first QII map release by Alex, who has obviously spent long hours in a darkened room honing his editing skills to a razor's edge. This map oozes professionalism from the off.

Featuring (in the author's words) "a thin plot and storyline", that being to infiltrate and locate the installation's main elevator shaft by finding the access bridge, Crater's Edge is a very large, superbly interconnected amalgam of industrial pipework, underground caverns, moving walkways and flowing rivers, decorated in my very favourite texture set, the grimy beauty that is E2U3. This is such an atmospheric set of textures that only the best architecture does it justice and Alex has scored top marks here. Each area is totally convincing and meticulously built, in particular the jagged rock faces that punctuate the level. Lighting is exactly as it should be in my opinion in a level of this type - understated, subtle, worrying (heh!). One area that blew me away was the first secret area - once you've descended a lift, a huge section of the level is opened up, plunging you into the strong current of an underground waterway. Make sure you go back and play through the early part of the map after taking this trip as you'll miss a treat.

I really could go on and on about how much this map impressed me. Gameplay was near perfect, fun-factor was high and I finished the map with a satisfied grin on my face. The map is deathmatch ready and I imagine it'll be great in this mode too, and co-op stamps, I mean starts, are included. It's a well worn cliché, but get this map NOW!


4. Fatal Opportunity   European Mirror Download
YooShin Yang | fatalop.zip | 375k | 03.02.98 | SP/SK | text file | e-mail

Fatal... Pic 1  Fatal... Pic 2

There is now no doubt about it - YooShin Yang is the spawn of a hellish liaison between Tim Willits and Iikka Keranen!

Without doubt the most prolific Quake II map author to date (sorry Ed :), this would be meaningless were it not for the fact that Yooshin's maps are the most finely crafted pieces of work I've seen since the aforementioned Mr Willits' maps rattled my head over Christmas. A little more than a week has passed since Death is Not Worth Trying surfaced, and now Fatal Opportunity surfaces to stamp with huge footprints Yooshin's authority on the QII scene. You may think I'm going a little over the top here - you'd be wrong...

Once again, it's the popular 'jailbreak' scenario that you are faced with upon entering the map, and dammit if those pesky Strogg haven't gone and employed the same security system contractors who installed malfunctioning systems in all their other bases :) Will they ever learn? From there, it's a simple matter of re-activating the power systems to take the elevator to the warehouse, a quick shimmy up a ventilation shaft, re-align the satellite dish and bob's your uncle, freedom! Oh, er, did I mention that in doing this you'll have to negotiate the 1998 Beserker conference being held in the same facility? Or the gangs of Enforcers and Gunners? Guess not, huh? And as if that wasn't problem enough, you also have all that stunning architecture to look at. In all seriousness, YooShin makes great and amusing use of the F1 computer throughout the map, the blue laser trap (pictured) is a real surprise, his use of ladders is perfectly executed, and the end sequence is stunning. What makes this piece particularly nice is that it's a very small map, but you don't notice - an adrenaline rush from start to finish.

I really can't recommend this map highly enough (along with YooShin's previous work). Tell me I'm wrong and I'll wager the Strogg have been performing experiments on your head! And with that, he tossed his level editor into the trash and walked off into the sunset, a broken man...


5. Incarceration   European Mirror Download
Greg Barr | incarc.zip | 1.0mb | 25.01.98 | SP/CO/SK | text file | e-mail

Incarceration Pic 1  Incarceration Pic 2

The term "id-quality level" has been used many times on review pages and 9 times out of 10 bears little relation to the truth. Not this time. Incarceration *is* a truly id-quality level that will leave your jaw on the floor.

Set on the Strogg Incarceration Vessel - a giant floating prison ship - your task is to escape from your jail cell, disable the security field generator that protects the far reaches of the ship and ultimately override and destroy the reactor safety system. Greg has carried off the total environment so well that each section of the map is totally convincing. Huge docking areas look out into space, corridors are suitably angular and hi-tech, crawlspaces grubby and claustrophobic. And it's a tough map... many areas are protected by Gladiators and you have little time to think before the telltale blue shaft of light pierces your skull :) Each area is built with total precision - a particular favourite section of mine was the shutting down of the security field generator - switch covers rotate to reveal shutdown buttons, laser covers lower and finally the system shuts down with a suitably industrial groan.

There are no criticisms at all I can level at this map. It's size is perfect, it is puzzling without being frustrating and the gameplay is superb. Maybe a little dark in places, but hey, that's what gamma is for :) Enjoy the hell out of it!


6. First Strike - Winner of the QERadiant Level Design Contest
Scott McNutt | frststrk.zip | 965k | 14.03.98 | SP/DM/CO/SK | text file | e-mail

First Strike Pic 1  First Strike Pic 2

Well, what a turn up for the books! Scott has been quiet on the QII scene since its release but has now entered in fine style as the winner of Robert Duffy and Steve Tieze's QERadiant Level Design Contest. After cutting his teeth on some of the most playable and well built Quake 1 maps such as Armour of God and Operation Condor, Scott has emerged with an absolutely stunning map that thoroughly deserves the big prize.

First Strike is a tech/base style map that oozes class from the minute you enter. Your mission is to (surprisingly) exterminate all life forms and exit the complex alive. To accomplish this, you must negotiate a labyrinthine world that switches back on itself constantly and plunges you from the upper reaches of the base to underground maze-like passageways chock full of Strogg. One of the main features of this level is its ability to make you feel truly claustrophobic whilst engaging in brutal firefights that have become Scott's trademark. The architecture throughout the level is truly excellent, with some fabulous detail touches that add superbly to the atmosphere (more clip brushes though please... more clip brushes). Lighting is consistently stunning, made even more amazing by the fact that Scott built the level on a P60 with no 3Dfx card and didn't even know what the coloured lights would look like! If ever there was a candidate for a free accelerator card, Scott is it! In Scott's previous levels, he used to use packs of Hell Knights to charge at you from all sides - here he continues the tradition with good old Beserkers. Although the level is pretty non-linear, Scott's effective use of spawned monsters serves to lead you back through the level to ultimately reach the exit. My poor screenshots really don't do justice to some of the best architecture this side of Tim Willits. And the gameplay... oh, man!

I can't say enough to recommend this map to you - it's a bit of a masterpiece and regains Scott's rightful place as one of the top map makers around. Now if he could just stop using those corny titles... hehehe!


7. Abandon All Hope   European Mirror Download
James Parkman | abandon.zip | 694k | 13.03.98 | SP/SK/DM/CO | text file | e-mail

Abandon Pic 1  Abandon Pic 2

Another entry for the QERadiant level design contest, you could do worse than to back James Parkman's map as the winner. Abandon All Hope is a classic - great fun to play, stunning architecture, superb connectivity which makes it a blast for deathmatch too, and that elusive "id" quality missing from most user levels - can you tell I'm impressed?

You have arrived on Stroggos to assist in the hunt for, and the elimination of, the Strogg Sector Baron, a nasty piece of work who also smells (ok, so he doesn't smell - I added that bit for comic effect :) First you have to rendezvous with the Alpha Team who, surprise, surprise, are doing a great impression of a pile of gibs when you come across them. Winding your way through the level is great fun - the action is pretty much non-stop but always fair, with the right "iron" (as Jeff would say!) provided for the task in hand. Much of the level is reminiscent of the QII Base maps, with a nice combination of internal and external areas, dropping down into a mine-like area towards the end of the map. It's the gameplay that shines here though - always the secret to a great level.

There's not too much more I can say about this map - it's a fine an example of the growing skill of us mere mortals who don't work for games companies as you'll find right now. Have fun with it...


8. The Azure Mines
James Parkman | azure.zip | 1.32mb | 24.03.98 | SP/DM/SK | text file | e-mail

Azure Mines Pic 1  Azure Mines Pic 2

Quite simply the best Quake II user level I've played to date. Reviews like this one are difficult to write without sounding like gobfulls of gushing praise, but The Azure Mines, sequel to Abandon all Hope and The Bloodshrine, really is that good.

Once again, James has provided us with an excellent scenario to justify the brushes he's slapped down (yea, right - wish I could slap like that!). The Strogg are encamped in a mining compound, excavating a rare crystal to power their famed PsiNull Generator ($29.99 at all good electrical outlets...). You'll remember you destroyed an earlier model in The Bloodshrine. In order to put a stop to the Strogg war machine, your task is to infiltrate the compound and destroy all stocks of the crystal. Your journey through the map requires you to destroy a requisite amount of the crystal before you can progress to the next area. And what a journey it is. From the moment you step into the level as 2 Strogg ships do a flypast, you are plunged into some of the most stunning architecture and excellent gameplay I've yet to see bettered. James has added meticulous detail to every area of the map, from the floor plates that cover lava rivers to small spinning mechanisms within wall units that add so much to the realism and atmosphere of the map. The mining tunnels are constructed so well, with barely a flat sided brush in sight, and the lighting is almost perfect. Everything adds to a fantastic gloomy, cramped environment, which has you scaling and descending ladders, finding hidden switches and levers, swimming through cramped tunnels and kicking large quantities of Strogg posterior.

The Azure Mines is actually 2 separate maps, Azure Mines being the first followed by The Edge of Forever, which is basically a big showdown with the big M, after which a hijacked ship has kindly been placed for your escape. Action in both maps is fast and brutal and once again James has perfected the art of weapon and ammo balance in a map. There's not too much more I can say other than I'm totally blown away by the quality of this work and I'm sure you will be too. Enjoy.


9. Blood-red Sunset   European Mirror Download
YooShin Yang | yspq5.zip | 634k | 21.04.98 | SP/SK | text file | e-mail

Blood-red Sunset Pic 1  Blood-red Sunset Pic 2

After months of intensive research, I have reached a startling conclusion... I hate YooShin Yang. He is not human. His maps are too good. He is obviously a Strogg implant, designed to humiliate all human map-makers the world over. YooShin Yang is dangerous. YooShin Yang must be destroyed...

Er, right. Sorry 'bout that. I've composed myself now. This map is a pleasure to play, look at and listen to from beginning to end. There's not much more I can say about it. This is about as good as map making gets, in my opinion. With a plot as thin as the sound of my '64 Strat (hi Carson ;), based loosely on gathering information from the Strogg computer systems, Blood-red Sunset laughs in the face of storylines and provides the most entertaining Strogg playground yet. The architecture in this map has to be seen to be believed - breathtaking is not the word. YooShin has used some of the lesser-utilised texture sets to produce a work of art, coloured with the best lighting you'll see this side of a Key Vaca sunset. Witness the floor drop away in the first sector of the map to reveal a 3 level lift which you must descend to access the weapons room, the ingenious light fixtures sunk into the walls, and the expert use of textures that make this map stand head and shoulders above the competition. While you're scoping out all that eye candy, don't forget there's a war going on down there and, as usual in YooShin's maps, it's a brutal, fast, furious and filthy affair, with delegates from the 1998 Beserker Conference just waiting to be denied their tea and biscuits :)

I apologise for writing such a silly, fawning review. I can't help it. I love this guy's stuff and it makes me intensely happy :) Plus, he has me mesmerised with an evil Strogg brain-ray that transforms his thoughts into my own. What can I tell ya?