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It's not often that a level author has the patience and good sense to keep those first fledgling level creations to themselves. But Alex has managed to do just that.

"Although this is the first Q2 map I have ever released, it is by no means the first Quake map I've ever made.  I have been designing levels for quite some time now, (since Quake) and decided that it was time to release one." ~Alex Richardson

Well timing is everything and Alex must be using a stop watch because "Crater's Edge" is a fun, well built level.

To begin with there are some cavernous areas here, inside and out. These large areas give you a sense of space and helps to create the impression that this is one big operation underway here. And this space has been nicely filled with stacked (and miss-stacked) crates and boxes. Door openings run the gamut from the usual to octagon to triangle and sealed hatch types.

Also used to good effect were switches that raised and drew forth bridges and walkways. Interaction such as this helps to strengthen the impression that this is a real live functioning installation. (Plus they are just great fun to operate!)

Oppenent mix is good, often you will find Strogg in pairs, this tends to make for some very intense combat. Opponents are also used to their advantage as well, such as Beserker's in tight cramped corridors.

Your main mission here is to find the access bridge and infiltrate the installation, once that is done your goal will be to head for the main elevator and escape. And oh yeah, kill anything that moves.
 
Interactive bridges and walkways.
I suppose it may run a tad slow on a low end machine? Ran fine on our bank of p233's here at the hotel though).
Large installation with strong combat and fun gameplay. 
 


The object of your desire...no not the Beserker the installation across the ravine. 
Nice use of a rounded wall to create interest and depth.

These guys really can't stack.
 
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