Tronyn reviews: Rubicon 2 by metlslime and czg
- Rubicon 2 by Metlslime and CZG
- Download: rubicon2.zip
Probably the longest-in-development-ever Q1SP has been released, and it is awesome. Rubicon was a base map with custom textures from the early days of Quake, but its sequel has much more than that. First of all, there are still the custom textures, but the set is massively expanded. It is probably the first created-for-Quake custom texture set in years. I don’t know how many textures were in the original Rubicon, but I’m guessing the texture set here is now 3x as big at least. There are also tons of neat touches, like waving flags with the Rubicon 2 logo (repeated on crates, walls, etc as well throughout the episode). There are custom exploding barrels, custom laser traps and other hazards like steaming pipes, and lots of other custom content like new sounds (all of which sound very oldschool and awesome) and even a Rubicon 2-specific help in the start menu. This is an episode that deserves to be played and replayed to savour all the cool little enhancements/touches. There are three new monsters as well, a pyromaniac enforcer who charges you with a flamethrower (awesome), a sort of R2D2 robot (pretty cool), and coolest of all a flying enforcer which makes for a very original flying enemy (awesome). In addition, grunts and enforcers are now slightly more dangerous (at least it seemed that way), so the map set is challenging but never ridiculous.


The start map introduces the episode’s style, many of the features here will be repeated later. One of the coolest things about the map set, is that the cumulative effect of not just the suite of custom features, but the repetition of architectural designs (giant x-beams for examples), is that a very distinct, coherent style of environment is created. I was actually reminded quite a bit, when I started playing this, of the first time I played IKSPQ5 The Secret Installation, in terms of a distinct base environment with a its own look. However, in terms of the amount of custom mod stuff, it is probably more comparable to something like Operation Urth Majik. The map set is not linear, in the start map you pick what maps you want to play in whatever order. I started with “Hydroexploitation Plant,” then played “A Thousand Years Into the Past,” and then finally “Subterranean Spookworks.”


Hydroexploitation Plant is the map that some of us remember seeing screenshots of a long time ago. The map begins with a tribute to Quake’s e1m1, but soon shifts settings into a complex network of underground tunnels, store rooms, and canyon areas. For me the setpiece highlight was the outdoor dam, sort of like some of the stuff early in Travail in a more compact way. The architecture of the dam is impeccably curved, which is interesting since not a lot of maps do this anymore, and yet the map doesn’t do it just to show off curviness but rather it does it where appropriate. The overall sense of this map is of well-proportioned, well-judged architecture. In terms of layout, while the map has a lot of twists and turns, the layout is so well-designed (I’d imagine this was all sketched out beforehand, or edited and redesigned quite a bit) that it is always clear where to go, you are almost by default always heading in the right direction despite the complexity of the setting. I thought this was the easiest of the three maps, but that doesn’t make it a pushover, you cannot run in too fast and it’s a good idea to use the shotgun to snipe enemies far away so they don’t snipe you.


A Thousand Years Into the Past is CZG’s map, with a slightly different take on the Rubicon 2 theme (different skybox, fog, somewhat different architectural style). Most of the map takes place in a massive underground facility, with platforms and bridges spanning yawning chasms, between large support structures and with plenty of pipes and crossbeams. It’s quite atmospheric, and has probably the largest amount of open space out of any of the maps. The gameplay is quite a bit tougher than the previous map – whereas I didn’t die there, I died several times here. The layout is similarly complicated, but the gameplay path is usually pretty clear. The map involves disabling laser traps, getting keys, and of course killing plenty of robots, enhanced enforcers and other base enemies. I’m not sure exactly what to compare it to, perhaps Subterranean Siege or The Lost Mines. Basically, with this map you will get an increased challenge, in an impressive/atmospheric environment.


Subterranean Spookworks is the last map I played. It centres around a central atrium/hub, with a curved tunnel encircling it and three major side areas guarded by laser traps of different colours. I think this might be my favourite map in the set. While the layout isn’t as complex as either of the other major maps, it is more obvious and logical, especially when you see the outdoor areas and realize that they are basically bunker-like entrances to the whole underground complex. I found this the hardest map, not because it had the most enemies in it, but just because it seemed health was scarce (even with exploration which can be helpful). There were some pretty nasty trap “labs” in this map, so you have to make sure your aim is good. I really liked the concrete theme of this map, and the lighting was especially good.
To conclude the review, what we have here is a very nicely made mod serving three very well-made base maps, with tons of extra features, a nice start map, a cool theme, some challenging combat, pleasing layouts, and a great expansion on a classic oldschool theme / texture set.
Score: 18/20
24.02.2011 22:09
Very well-written review. :) I can pretty much agree with it all. This is a great set of maps, and I oddly enough didn’t even know it was in development prior to its release!
24.02.2011 23:46
Very competently written, and enjoyable to read.
The comparison to OUM is fitting, though I’d also like to point out that this release is very much like Contract Revoked, and the ikblue maps to an extent – they all were stand alone Q1SP units (with at least three maps) with their own, distinct themes, and minor modifications that add to the experience (ikguns, all the custom sounds and skins in Contract, an entire mod in Rubicon2)
I could go as far as saying that they were labours of love :D but that’s a little gay, even for a site with a flamboyantly pink syringe in the header.
My only gripe is the rating, not 20/20???
25.02.2011 00:13
Tronyn rarely give 20 or even 19/20.
03.03.2011 05:14
I should have given this a 19 rather than an 18. The only drawback I can think of is the lack of traditional “closure” – not necessarily a boss, but given all the other amazing stuff some sort of unit ending would have made it even better.
04.03.2011 16:01
You can just edit the review or ask Spirit to edit the review to a score of 19/20.
I assume by what you said the 18 was a mistake in the first place, you meant for 19.
04.03.2011 16:05
Sorry for double post, but also I don’t think it’s ever bad not to give something a full 20/20 – even if there was a proper ending. My reasoning for this is that 20/20 implies it “is impossible to make something better”, and at least in technicality, that is never true. Maybe if you did half points it could have gotten a 19.5 with a proper ending (that is, it lost half a point for not having a proper ending, which is resonable).
10.03.2011 01:45
I quite liked it!
Enemies were pretty cool- Pyro was great (though I would have preferred extreme damage without it sticking), the flying enforcers rocked, but most of all, especially those giant security robots (nice new look from FPS that seems logical for gameplay, they fill a nice niche of super-monster in the base levels; plus his attack for some reason makes him quite a tough cookie- plus, being switched off and sitting in the corner was awesome- the only thing missing was an override switch to add some extra dimensions to gameplay!
Level designs are pretty good (though the circular chamber map was a bit plain, and in czg’s map I jumped the red lasers trying to get to the megahealth (something thats a little too mild to require a two-part unlock over a long course of game), and the secrets are quite interesting (although a little *too* hard to find for me- particularly as the ‘damaged’ grates are a little hard to tell from ‘undamaged’ sometimes due to only a single bar being cut in the middle)
Otherwise, the only things missing IMO were some new weapons!
All in all I’ve waited a LONG time, and I hope these guys keep up the good work (and be sure to keep building with the new content they’ve got- it’s good).
10.03.2011 01:59
Sorry- that meant to say “I’ve waited a long time for a Quake map/mappack this good”
My only other complaint is the SLOW pace at getting better guns in the Metlslime maps- considering how quickly you can build up an arsenal in the opening episode maps in Armagon, it just seems a step back to have to crawl with the single-shotty for so long, when at this point in time, most Quakers would expect to jump straight in- besides, using a well-aimed rocket on a crowd of grunts is fun!
I good trick is to offer the SSG and NG (or even SNG or light custom guns) up early as almost default weapons, introduce the RL and any other regular custom guns a quarter in, then the heavier stuff half-way: with the possibility of early acquirement of either by secret areas.
10.03.2011 02:02
I also agree with Tronyn- I personally felt it was missing a boss (no idea what it could be though), though the robots left me itching for one!
10.03.2011 02:03
(That is, a boss in particular in regards to his ‘closure’ point-
Bleh- I’m typing way too much! :P
10.03.2011 07:25
making a new model for a boss is a lot of unnecessary work, here’s a couple ideas I had:
1) just an exit tunnel in the start map, with credits
2) (my favourite) – a boss “trap lab” (ala spookworks) – a boss made entirely out of map scenarios, either a separate map or in the start map
3) just some text explaining what these facilities do in relation to the EVIL EMPIRE and how, since you pwned them, you win
good point Hazza, you made me realize that the RL is now under-provided.
11.03.2011 09:49
“considering how quickly you can build up an arsenal in the opening episode maps in Armagon”
Considering how Duke3D also had the RL in the first map, I’d say that’s typical Levellord behavior :P
On my n-th (I forget) run through rub2m1, I did wish that the YA secret could have been a SNG instead, for some more offensive play. On the other hand, not having a lot of firepower did help establishing the “sneaking into a facility” feel…
14.03.2011 18:30
Thanks for the review Tronyn, and thanks for the comments everyone else.
Regarding the idea of “closure”, I had to aggressively lock down the scope of the project if I wanted to release it this year. (Which I did, ten years is enough!) This meant cutting features that didn’t exist or ideas that would require new content. I agree that some finale thing after you complete all the levels would have been cool.
Also regarding the weapon progression in my levels, this was motivated by the fact that base enemies, even with my new additions, are all at the low end of the health spectrum (even floyd only has 200, same as the ogre.) And the maps are compact enough that large groups of enemies wouldn’t play as well (though rub2m2 this is less true and it probably could have ramped up more.)
25.03.2011 00:37
LOVED these maps.
25.03.2011 22:52
denizen I’d just like to complement you on your awesome name. It’s so appropriate for the realms of Quake for some reason.