Level Archive S-U


Saturation Point   European Mirror Download
Jim Hughes | jhspq1.zip | 3.38mb | 20.04.98 | SP/DM/CO/SK | text file | e-mail

 

Saturation Point is a three level pack (can't really be classed as a unit as you don't travel back and forth between maps) by Jim Hughes, a new name on me but one I'm sure we'll hear more from. This pack was a big surprise to me and, despite a few flaws and a big download, hugely enjoyable. Read on, McDuff... :)

Jim sets the scene - "The Strogg have been developing a untraceable chemical solution that they wish to put into earth's water supply to poison its people". Now that's not very sporting of them, is it? Guess we better move in alone, with woefully inadequate weaponry, hugely outnumbered, and crack some skulls :) As you enter the first map of the three, it's instantly apparent that Jim has a knack of creating unusual, interesting, large scale architecture that looks great. As you move further into the game, the sheer size of the Saturation Point world reveals itself, blending base-style installations carved into the rock face with underground waterways that, very much like id's base1 map, you can explore without cutting out sections of the level. There are acres of area to find your way around, with some tremendous connectivity between sections of the map that wind around each other on numerous levels. Fighting is great fun with monsters attacking from all sides and weapons are there to be searched for, not put on a plate (with your head!). Each area is convincingly built and obviously Jim has spent a hell of a lot of time carefully perfecting each location within the three maps.

The downside? The first map in particular is plagued by texture alignment errors of the '1-2 pixels off' type. Enough to be annoying without spoiling my enjoyment of the map. In addition, I felt that lighting throughout was just a little too bright. With Jim's obvious architectural skills, a little bit more attention to detail will pay dividends in his next map. I really did enjoying *playing* this set of levels - the acid test, after all - which is why I'm prepared to feature them here - find some drivespace for 'em yourself :)


Starseed 2   European Mirror Download
Jeff Turner | starspq2.zip | 731k | 28.03.98 | SP | text file | e-mail

 

A new name on me, Jeff Turner is another of the new breed of Quake II authors appearing at an alarming rate. Starseed 2 once again demonstrates that there's a hell of a lot of new talent out there waiting to be discovered.

Starseed 2 follows the same storyline of many of the QII maps reviewed here - infiltrate the base, locate the control room and initiate the base self-destruct sequence - however, Jeff has managed to produced a highly original and playable map on the back of this tired theme. Much like one of the id jail levels, entering the base isn't as simple as walking through the front door, which slams shut as you approach. Instead, you need to negotiate a complex, maze-like underground sewer system and shut down 3 huge turbines before access to the upper base levels is granted. Throughout the level, Jeff has paid a great deal of attention to excellent texture selection and lighting, and the map looks really polished. Once on the upper level, finding the control room is a breeze, once you've negotiated a Gladiator or two blocking your way. One thing I did like was the small ante-rooms Jeff scattered throughout the map, which really helps to break up the "large room-corridor-large room" trap a lot of map authors fall into.

Unfortunately, Jeff didn't include skill settings in the map, which would have helped a lot. On medium skill, the map is a breeze, although I was constantly on about 20% health and very little ammo, however the endgame is almost impossible to beat when your stocks are low - shut tight in a small room with 6 Guards and a Tank Commander (cue lots of mails saying "it's easy, man!" - I do get 'em :) Also, be careful not to fall into the turbine areas - I did and as far as I could see there's no way out. In conclusion, I really enjoyed this map - it was challenging, fun and great to look at - what more do you want?


Starseed 3   European Mirror Download
Jeff Turner | starspq3.zip | 703k | 03.04.98 | SP/CO/SK | text file | e-mail

 

Another quick turnaround map from Jeff Turner - I only reviewed his previous map Starseed 2 a few days ago! Once again, Jeff has produced a highly playable and great looking map featuring only one cardinal sin (more later :)

In Starseed 3, the Strogg have started to rebuild their Black Hole Generator after we trashed it for them recently. An airstrike and a recon team have done most of the groundwork by proceeding to trash the generator a second time, but it's up to yours truly to finish the job. This is one map where the environment fits the storyline perfectly - a battered and broken base, with collapsed pillars, rubble, dismembered bodies, water pools with floating crates and sparking pipework go a long way to helping immerse the player in the map. Although the level is very linear, Jeff has managed to keep each area interesting enough to keep you on your toes, with plenty of dark corners to explore. Lighting is suitably dank and gloomy and gameplay is fun without too many surprises. The end scene at the generator is particularly well built and suitably impressive, with a squadron of Icarus (Icari?) swooping round your head.

The cardinal sin? Take a look at almost every door in the map, which all open downwards into the floor. Therein lies the problem - the doors are sucked into the floor with no cutaway for them to move into - a simple point, perhaps, but this really detracts from an otherwise excellent map. Still a good 'un though - just close your eyes when you go through each door - there'll be nothing to fear on the other side...


The Strogg Downfall
Wiebo de Wit | downfall.zip | 934k | 04.02.98 | SP/SK | e-mail

Strogg Downfall Pic 1 Strogg Downfall Pic 2

The Strogg downfall is the first single player map by Wiebo de Wit after a flurry of deathmatch maps. Where all these new Quake II level designers are coming from I don't know :)

Downfall is a large map that assigns you the task of locating your (oh, what a surprise, they're dead...:) strike team, infiltrating the Strogg outpost, retrieving a data disc and making a hasty retreat out the back door with as little of your blood spilt as possible. The usual motley crew are out in force to stop you doing just that. You start the level flanked by huge cliff faces, and it's not long before you find the entrance to the outpost, after relieving of breath a couple of Strogg infantry housed in a bunker nestled in the cliff side. Architecture throughout the map is well built without being mindblowing, with a few stray texture alignments here and there, but Wiebo has spiced up the map with lots of interactive scenery. In one area you must activate a huge chain-suspended magnet, which carries a crate to a large silo. The doors open and another area of the map is exposed. Also dotted around the map are lots of imposing button consoles, but progress throughout the map requires more than mere button bashing. Wiring must be destroyed, walls broken apart and traps negotiated, as well as handling some precarious climbing up very thin chains :)

The Strogg Downfall is a solid, well built and enjoyable map to play, while not having the immediate *wow* factor of, say, YooShin's maps. Build quality, lighting and gameplay are all well done and I look forward to seeing more of Wiebo's work.


Strogg's Garage  UK Mirror Download
Ludovic Texier | sgar.zip | 544k | 02.01.98 | SP/DM/SK | text file | e-mail

Strogg's Garage Pic 1   Strogg's Garage Pic 2

Strogg's Garage is what I would consider to be the first truly original, playable and well constructed user level for Quake II. It's a large map that makes good use of QII's coloured lighting, with particular attention paid to the laser beam structures and a highly atmospheric lava room. The fighting is furious throughout the map, with most of our new friends making an appearance. Ammo is sparse at the start of the map, so care must be taken to despatch the frontline Gunners and Technicians (Trashcans :) without losing too much health. As with the monsters, a variety of weapons is also provided to do some 'cleaning'...

The endgame Tank Commander shouldn't prove to be too much trouble, but no doubt you'll meet him again as you'll want to play this enjoyable map more than once.


Strogg Particle Laser   European Mirror Download
Doug Magee | s_laser.zip | 845k | 16.01.98 | SP/SK | text file | e-mail

SPL Pic 1 SPL Pic 2

Strogg Particle Laser from Doug Magee is a large, complex and fun level that showcases a variety of architectural styles and environments, all carried off very well indeed. From the opening seconds of the level, where a Strogg Fighter screams past your head and crashes into the entrance building, creating a hole for you to affect your entry, the action is pretty much non-stop. Your task is to destroy the strogg experimental particle laser and re-align the focal lens (er, right...). In order to do this, you must negotiate 3 distinct map areas, joined by a rotating platform - completing one area accesses the next, and so on. Most impressive of the three areas is the huge lava filled pumping station area (pictured). Coupled with Q2's new industrial sound samples, this area is extremely effective, and is only let down by one of my most hated map features - precise jumps over lava.

Slight niggles I had about this map included the fact that both keys required to progress through the level were either hidden in secret areas or very easy to overlook. Some texture choices too were rather strange (lift buttons and alignment lines left on keycard textures) and there are a few brush seams in evidence, but all in all these minor flaws do little to spoil the overall enjoyment of the level. The end scene is particularly well planned out and a great finale to a nice map.