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Tuesday 25th January 1999:

Colony2: "The Culling Station"
(Size: 650k. Alternative downloads: Colony2 / Colony2)
Speedrun demo: 0:21


cull vb. (tr.) 1. ... 2. To pick out and kill (an animal, esp. an inferior one) from a herd. 3. ...

Quite appropriate - time to grab this solid and well made base level and cull the inferior examples of military troops that make up the Quake base forces. After all, they are pretty useless and the herds are rather overcrowded at this time of year... Okay, this is a pure base level, and as solid as they come - no flashy extras, no intrusive additions, no nonsense. The map has got all the base standards: a variety of rooms, some hi-tech bits, some semi-realistic ideas, a bit of water, a nice outdoor bit, all decked out in well detailed Id base textures. Equally the gameplay has the same standard - just Rottweilers, Grunts and Enforcers, plenty of enemy but not that hard, some snipers, some amushes, and a lot you just wade through with the double shotty.

The architecture is very decent for a base level, it sticks to the theme well, and though lacks any spectacular designs, has plenty of details and interest. There's quite a few angles in the details, and plenty of crates, computer consoles, lights, supports, beams, and good texture variations. It's all kept clean and to the point too, with plenty of space and no awkward scenery. The room designs vary, with a mixture of simple corridors and more complex rooms with sniping from all angles. Overall, the architecture is as good as base architecture should be - i.e. it could be improved with more angles and more setpieces, but is attractive, well themed and well made. There is a little slowdown due to detail in some areas, but it's very minor. Progression is fairly simple and linear, with some minor exploration, mostly for secrets, which are varied and interesting - for example the first secret is quite unusual, while the interior of the second secret shows the author's attention to detail.

Gameplay is pretty much the base standard, though you get the double shotgun rather late in the map, so it's nails and single shots instead, which does add some challenge when you are attacked en mass. There are some good ambushes and sniping too, and you are never short of enemy to gib, apart from in the long corridors to the finish. Those corridors were the only real gameplay flaw - up to that point it was very well balanced (and fun, of course), but there were some long stretches of corridor and small crate mazes that seemed underused - it could have been quite fun with some more gang attacks in the corridors, and more Grunts behind every crate (and on the bridge), but it just felt a bit empty (especially now you are tooled up). However things perk up at the end, and although the final (and very well hidden) secret makes it easy, the use of a lift traps you in the final room, making the end more satisfying than it would otherwise be. There was a very obvious sniping spot in the final room that wasn't used, which was curious. Overall, as decent an "Id style" base level as you will find. (Did a whack ass Easy speedrun in 0:21, also on Demos page.)

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