Permutations of the Rotten

Content - Quake - Quake Conversions - Quake Partial Conversions

screenshot 1 screenshot 2

Author: [Kona] | Rating: 8.13 | Download: alk10.zip

Here was have a four map episode, brought to you by probably the most prolific quake mapper of 2001. This episode uses the Nehahra entities, and utilizes them well, maybe too well as this leads to very hard confrontations. The levels themselves are done in strange texture combinations, you’ve most likely seen every texture used here, but not in this fashion. The first three levels are very large, with a final arena map. Since this is an episode, I’ll do separate reviews for each map. Also included is a very original story, placing you in a new world ruled by a young Shub-Niggurath.

Underground Rising: 111 monsters 1 secret
The first map, a very good looking map, also is the hardest map in the pack, the very hard base enemy being prolific. This map’s theme is difficult to place, as it’s different, but works in a strange sort of way. You start out in a very good looking homage to Zerstörer , dark caverns will blood pools abound. Then you emerge the main theme of the level, brown brick mixed with gray and green stone, it doesn’t sound that strange, you just have to see it for yourself. The caverns are the visual highlight of the level, they look great, but everything else looks good as well, using angular architecture and trim detail. Layout is pretty good, it’s really interconnected, as are all of Kona’s maps, but this is a very large map, and I got lost several times. Another things that lends itself to this, is that hallways are semi-obscured, so you’ll walk by it and not even know. Game play, as mentioned before, is extremely hard. It starts out great, with knights and ogres, but when the base enemy shows up it starts to get tedious, as quick saving is a must.

Searing Flesh: 100 monsters 2 secrets
The second map shows an increase in overall quality. It has a more familiar theme, using standard id bronze textures with some Zerstörer metal thrown in. This level looks very nice, with the yellow light grates being used very prominently and great skyline structures. As usual, layout is excellent, better than this map’s predecessor. This map is hard to get lost on, everything is fairly distinct, even though it is a large map, although not as large as the previous one. Game play is a large leap in fun, this map is hard, but doing away with the nehahra grunts and using mostly medieval monsters. Most of the fighting is done against knights, ogres and scrags, which is much more enjoyable than base enemy. Ammo and health are placed with care, you should not have a problem with either.

Beyond Arcane: 96 monsters 1 secret
The third map is almost as good as the second, but not quite. Using a more of a traditional metal style, with id metal and modified id metal, and blood used a lot, this map looks good. The highlights are a river of blood flowing from a slope and a very nice outdoor area at the end. Also included in this level are some very strange angles, they look very unique, I like them. Layout is pretty much the same positives I’ve spewed forth about every level so far, very good, but with more backtracking than the other two, which is kept interesting with teleporting monsters. Game play starts out good, with knights and ogres, but slips a little when the nehahra base enemy make a reappearance, once again making things too hard. It straightens itself out eventually, so it’s okay. Item placement is good as always, and this map has the best climax yet, an outdoor area with many monsters and teleporting monsters, very fun.

Everlasting: 43 monsters 0 secrets
The final map, a small temple set into stone. I think that this is the best looking map here, even though it’s small, the temple is one of the coolest structures I’ve seen in quake, being curvy, blue stone and wood, somewhat reminded me of the Sydney Symphony Hall. And game play is very hectic, to enter the temple, you have to fight wave after wave of different enemies, which is tough but fun. After that you enter the temple and fight an even crazier fight. By this time you have all the heavy weaponry, so it’s great fun. Then you meet a very rarely seen foe, then it’s over, with an exit text.

I highly recommend this, as I think that this is Kona’s best work to date, by adding layout variances, and unique architecture.

- Edgecrusher

screenshot 3 screenshot 4

Leave a Reply »»

If this is your first post you will be sent an email enabling you to authorize this post. Once you authorize this post you will not have to do this step again.