Ultramarine

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Author: [Kona] | Rating: 9.00 | Download: marine.zip

[Kona] is one of my favorite mappers, partially because of the number of maps he produced during his time in the Quake scene, but mostly from the quality of his many maps. This singleplayer experience, “Ultramarine” is no exception. Ultramarine derives its name from its use of customized (ie. blue-ized) stone textures from Quake 3. The textures work well here and the shade of blue gives the map a relatively unique look. The map is a castle divided into a series of open-air courtyards with action taking place on the ground or on the areas overlooking them. This design motif is made interesting by the complex, twisting architecture and uneven ground.

The map follows the standard “get the silver key, get the gold key, find the exit and fight a massive end battle to get the exit to open” progression. Behind every door is another room full of enemies out for your blood. Ultramarine, however, contains several types of nonstandard monsters that really help spice up combat. There are Ogres who fire nailguns at you from a distance, a pinstripped Knight that takes more damage than usual before going down, swift-moving Axemen, and Nehara barons. This map was my first experience with the Nehara baron and they rock. Basically a large, swift death knight that takes alot of damage, fires several types of projectiles, has a huge sword for melee combat and is capable of leaping large distances, these brutes are tough but used appropriately for a fresh challenge. Quake purists need not worry. Much of the standard quake menagerie make an appearance including the Vore, regular Ogres, Death Knights and our beloved zappy friend, the Shambler.

With 110 enemies on normal, the challenge is strong but not overwhelming. While you are ambushed several times you almost always (the exception being the end fight) have the ability to backtrack to a previously cleared-out part of the map and methodically take out your foes. Ammo and Health placement is fair, although you are given too many grenades near the end of the map. Every weapon makes an appearance except the lightning gun and there are no vital secrets to find. My only knock against the map is the standard, formulaic progression, but the new monsters and nice architecture make for a great map.

- Marius

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