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Friday 27th July 2001

OUM: "Operation Urth Majik"
(Size: 10 meg. No Alternative downloads.)


This is a 5 level episode, which also includes a small start map and a boss arena map, giving it a well wrapped up and self contained feel. It comes with a background story which relates your dissatisfaction at the nefarious goings on at your research base. Naturally these nefarious goings on lead to the base being overrun by Quake baddies, and you need to teach them to RESPECT YOUR AUTHOR-A-TEH! You progress through 3 subtley different IKbase map, one for research, one for waste disposal, and one general IKbase map. Then it's on to a hi-tech themed map adjoining a landing pad, where you discover a hidden slipgate and progress to a final dark temple map before finishing on the similarly themed boss arena. Maps are reviewed below, suffice to say they are all good - or great - maps, but a few general points are worth noting:

The progression between the IKbase maps is very smooth, between the IKbase and hi-tech map could have been more natural. The maps escalate in size, complexity and gameplay, which is appropriate and good. All maps are well built, and mostly well lit and well textured. Skill settings are properly effective, except OUM2. Weapons and ammo are in good supply, while health is generally sparser. As well as the maps, the episode features serveral custom addons. Firstly, forcefields, exploding rubble, rotating objects, and a few cutscenes, a la Zerstorer or Scourge of Armagon - these are used sparingly and make the maps' atmospheres more convincing. Secondly, various weapons from Zer and IKguns including the carcass chewing Chainsaw and rampantly riotous Riot Controller - again these are addons that have already proven both their quality and effectiveness, and enhance the gameplay. Thirdly, occasional health, ammo, and armour dispensers on the wall - a good and clever thematic touch.


Fourthly, new monsters and reskinned monster, which are, of course, a mixed bag. Zer's Mega-Enforcer gives a very fun tactical challenge as always, blue Nail Grunts and Rocket Enforcers also spice up the base enemy. Their skins fit with the ME style, but not with Quake itself. Nail Turrets are used sparingly but are fair to fight and add interest - they look surprisingly good in the IKbase setting. Laser Drones are again good to fight, filling a gap in Quake's menagerie, but look like silly child's toys. Then some - but not all - Knights, Deathknights, and Ogres are reskinned with varying degress of *blueness*. I think there's supposed to be a continuum from the bluest monsters down to normal Quake monsters, but it doesn't really work that way, the different groups are a bit odd together. The skins are not too bad but something more arcane and Quakey - and more coherent with other monsters - would be much better. Oh BTW, those Ogres have had a lot of target practise...

OUM1: Rehab Facility is a nicely restrained introduction to the episode. It is, in fact, "Rc1-lite" (Rc1 review), sharing a similar cargo lift, "Grunt chamber" ambush and exit arena. The first Ikbase map, with some nice architecture not so much from large scale designs (though the main lift area and final exit are good), but more from well themed details: An large air tunnel with spinning fan, suspended computer screens, an occasional ruined section. A few other rooms are too simple though. Gameplay is again a good introduction, it's very easy at first and *almost* gently escalates to a slight challenge when new monsters appear, with the ending offering some more excitement. Except, a very large Grunt ambush on the way is a bit of a blip in this smooth progression. There's also two well placed and useful secrets.


OUM2: Hazardous Materials increases the map complexity and size, while adding a generally much stronger theme, that of waste processing. Thus in addition to the typical Ikbase designs, there's also large pipes running along walls or overhead, tanks of gunk, spinning vats of ooze, and of course some slime. This definitely gives the map a good theme, and adds visual interest. An outdoor section and the complex ending area both have very nice architecture, but some rooms can get a bit repetitive, when they're just simple rooms with yet more tanks and crates in. Texturing is occasionally a bit garish. The map layout offers some non-linearity later on, and a satisfying 7 secrets, requiring an interesting variety of methods to find. Gameplay also escalates a bit, although it's still *fairly* easy, with occasional empty sections. There are some minor, but good ambushes, while in later sections, the lights go down in most of the map - a cool touch giving some tense and entertaining surprises. The ending ambush also offers more of a challenge.

OUM3: Mothballed Facility is the biggest and most complex Ikbase map, and although the theme isn't as distinct, it has the most spectacular designs. It has a variety of sections from caverns and dramatic building fronts, to complex indoor rooms, and tall silos crossed by walkways. Subtle angles are well used throughout out, and all of the map looks very good, from the more impressive structures right down to small details - a variety of angled light fittings being particularly cool designs. The map's size and complex layout can be quite daunting, and sometimes it's hard to remember where you've been and where to go. There's also a fair bit of non-linear exploration, and 4 secrets, some of which seemed fairly tricky. Gameplay matures into full hardcore Quakey action with a lot of base enemy, both standard and modified. Multidirectional attacks and large ambushes are common, and the challenge is constant. The ending maintains this gameplay standard with a good multiple ambush.


OUM4: The Eye of the Storm doesn't follow on that smoothly from the Ikbase maps, but it does add variety and another good style to Quake - a hi-tech style with a slight Quake 2 feel. The textures are excellent, with a rusty sheen but a very neat overall look. Aside from a good landing pad - the most interesting architecture in a dramatic rooftop position - the theme is again less distinct. However the map design is fairly strong, centered around a multi-tier central core, with the pad on one side and large cavern on the other. Cool curving metal beams and nice light details are the best looking aspects of the architecture. The two offshoots to the main hub give a good and proper non-linear route choice, there's also two secrets. Gameplay is distinctive and well set up - the map seems very empty at first aside from corpses, but never fear, there's reinforcements to slaughter, with medieval enemy appearing too. There's also an amusingly large ambush in the cavern, albeit one you can retreat from easily.

OUM5: Tomb of Urth Majik is now deep in Quake's domain once more, as good a reason as any for this dark and grimy styled temple map. Another large and complex map, with a huge variety of different areas - too much variety in some places. There's an unsual combination of temple, metal, medieval, and yes, IKbase textures - sometimes this works well, sometimes it looks scruffy, occasionally it looks great. Architecture ranges from a few bland corridors and emptyish rooms, to good caverns and arched chambers, to an extremely stylish tomb section (where the textures really work) and a spectacular final building. There isn't much exploration, but a pleasing and varied 9 secrets gives you much to think about. Gameplay-wise the map packs in a huge 190 monsters - base AND medieval - on Hard, giving a lot of solid, continous combat, though it's never really overwhelming as there's almost always space to move or retreat. Weapons are in good supply at this point, which will be useful for the fittingly hectic monster-filled ending.

OR1: Revelations is a fairly typical final arena map, though the setting of a templesque platform floating in the void is pretty cool. This map wraps up the mission and story, and has a multiple boss combat against Dissolution of Eternity's "Blokes with staffs", which aren't great monsters but offer a fair challenge - don't fall off! And then it's all over... A very worthwhile episode overall.

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