[ Reviewed by: Vigil ] - [ Date: Sunday, 11th March, 2001 ]

 

Special note: I playtested this level shortly before it was released. I commented on the gameplay and gave the author ideas. That's it.

 

Released over 6 months after his previous SPQ level, Egyptian Myth, Charmhood is a slightly different SPQ level. Instead of normal SP progression, Charmhood is based on a deathmatch level. Unfortunately this is its downfall.

 

Let us begin with the visual part though. Kona has used a very different texture set, combining green and white. Just look at the screenshots to see what I mean. The architecture is well constructed and looks very solid. It is definitely more impressive than Kona's previous works. The layout consists of one main atrium, a hub of sorts and 3 adjacent rooms. There are 3 different levels, with staircases connecting them.

 

With 63 monsters packed into a very small level, you'd think you'd be fighting for your life. The mission here is to collect the 4 runes, which are located in the adjacent rooms, excluding one. Packs of monsters are teleported in, once you've defeated the previous pack or managed to get a rune. All medieval monsters this time, too bad the Snakeman isn't included. The combat is made easier by all the ammo. There's just so much of it! Health is fairly plentiful too, I had constantly more than 50 health. Every weapon is available, no duplicates this time. The RL (Rocket Launcher) is the weapon of choice once you acquire it, because of the sheer amount of rockets. Before that, you'll be using the SNG (Super Nailgun), which you get right at the start, even before any monsters teleport in. Surprisingly, the combat is made easier because of the layout. You can duck behind the many pillars and one corridor especially is a good place to retreat to. From there, you can launch quick attacks, killing a few monsters before retreating again. Also, killing Shamblers and Vores is much easier when you do it from a ledge above them. No secrets.

 

The main problem with this level is of course the layout. The normal SP progression just isn't present. It’s a shame that Kona didn't use the textures to create a full SP level. And because there are so many enemies, slower computers may have problems near the end.

 

Overall? Good-looking level, but in the end, it's just a DM level with monsters. Certainly I have seen worse efforts, but I suggest you look at other levels before this one.