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Tuesday 9th February 1999:

Damaul3: "Suicide Nation"
(Size: 900k. Alternative downloads: Damaul3)
Coop speedrun demo: 0:50


W0w, a very high quality new level that has appeared out of nowhere, and out of a mere 15 hours work according to the author - w0w again. Not only is it a great level, but it's a great level to review because it's strengths (many) and weaknesses (a few) are very clear. Firstly, although it is a medieval level, it is very original in style, not only because of some unique designs, but also due to some hints of a hi-tech heavy metal style in many of the details, and of course the distinct sky which adds atmosphere to the impressive outdoor sections. In fact, the author's experience in deathmatch maps shows in the style - most noticabley in the continual usage of the riveted metal beam - a texture which has been used in every single custom DM map since the dawn of time, but looks quite fresh in a SP map. Also the attention to texturing and build quality is a sign of DM map experience, as is the smooth running of the map. As for the architecture itself, the design of the map consists of several varying "set piece" rooms, linked by corridors. These setpeice rooms vary from the merely good to the truly spectacular, and there are many original and impressive structures - some are heavy and utilitarian, some are angluar and detailed, and the final structure is one of the best looking bits of Quake architecture I have seen!

All of this is thematically linked with the brown stone and metal beam textures, so the varied designs don't look out of place. The only flaw with the architecture is the connecting corridors - while some of these are well made and well detailed, others are a bit plain and drab, and it is noticable that there are really just there to link the major rooms. Aside from that, the look of the map is original and very impressive. The progression is linear as the author mentions, but with the varied designs, you feel as if you are getting somewhere. The gameplay is pretty unique too in places - the overall style is "stop/start" gameplay, with sometimes unexpected gang attacks interspersed with respite, usually in the aforementioned corridors. The feel of the gameplay is interesting - the author doesn't just plonk the monsters around the map, rather they appear from hidden areas, get shot out of wind tunnels, or you end up surrounded by them as the scenery around makes way for conflict.

The map starts with a bang, and things keep going in much the same style - there are quite a few surprises and some clever conflicts. The ending, well the ending is just as interesting - basically, you can make it very easy or you can make it almost impossible =). Whichever way, it's a fitting finish in a fine position, and does not disappoint. The flaw with the gameplay is essentially the same with the flaw with the design - the sections in between major combats are underused, and some of the corridors you walk down with little to do - there are some obvious places for monsters that aren't used, and you get enough ammo to fight quite a few more. Another lesser problem is that in a couple of places monsters are positioned so that they don't see you, so are easy to remove before fun combats can develop. This does make the map a bit less challenging than it should be in places, though other places definitely make up for it. Overall, this map is original, it shows what sort of different styles are still to be explored in Q1 SP, it's impressive and fun. Shambler says: download and play it now =). (Did great Easy coop speedrun demos of both maps with SCRAD finishing the entire level in 0:50).

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