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Saturday 6th February 1999:

QBlack: "Black"
(Size: 2.4 meg. Alternative downloads: QBlack / QBlack)


"Black" - strange name for a unit, huh??? Pretty great unit however, though first I must mention something thoroughly distasteful: This unit consists of a start map, 4 single player maps, and an intermission map before the final map. You can choose your skill in the start map, and play through the first 3 maps on any skill you choose. However, when you reach the intermission map, you can only continue to the final map if you have played on Hard or Nightmare skill. If you have played on Easy or Medium, the entrance to the final map is blocked off, and the only choice you are given is to return to the start and play the unit again on Hard or Nightmare. So, in theory, you cannot complete the unit if you played on Easy or Medium skill. To be honest, I find this offensive, immature, and elitist. I cannot think of any reason why people who play on those skills should not be allowed to complete the unit after they have played almost all of it - maps that have skill settings should allow players to play freely on whichever skill they want, and not discriminate against any players. I would encourage people to play this unit on whichever skill they want, and simply use the "Noclip" command (bring down the console, and type "noclip" - you will then be able to move through scenery...type that again to become 'solid' again) to bypass the blocked entrance to the final level.

So it turns out that the intermission map is just a complete waste of a map - if it had been combined with the final map and packed with monsters, it would have been vastly better. Anyway, onto the real levels, and I am pleased to report the designs are up to Mister Gustafsson's usual standards and quality. The maps are mostly based around medieval settings, with one base map, and most maps feature interesting water areas and nice outside bits with natural rock and grass, that link them all together. The architecture is consistently great, with detailed medieval buildings, well angled and atmospheric outdoor sections, a winding and well themed base, all pulled off with plenty of style and atmosphere. The start map is perhaps the weakest - while it has some nice designs and custom textures, it is rather garish, and doesn't match the earthy feel of the rest of the unit. The unit as a whole is very well made, and aside from the start map, there is little wrong with the architecture. Some designs could look more meaty and impressive, and in a few areas there could be better texture matching, but overall, it's definitely good stuff.


The levels give a small amount of exploration, but occasionally you need to hunt around for the what to do next - the prominent water gives a good impression of exploration, and is very well used. There is a lot of backtracking in the first two levels, and always reinforcements in your way, which is nice. The gameplay is consistently great, with a couple of small exceptions, but there is the problem you've been anticipating me mentioning - traps! There are 5 death traps in this unit, and as my chum SCRAD so eloquently puts it:
"Why does he do it??? He is obviously talented design wise..."
Well, if anyone knows why a level author would deliberately choose to make their levels worse by including pointless death traps, please email me. Aside from that, I won't go on about this, it's obvious the traps are add nothing to the unit, instead I shall tell you where they are so you can avoid them... Map 1: The hole with the grenade launcher in spikes you. Map 2: The switch by the grenade launcher opens a spike pit beneath you. The switch opposite the bars beneath the star shaped lift causes a spike to shoot you. Map 3: The long hallway with plain sides and crates at the end crushes you - watch out for the Enforcer that appears at the end. The underwater button that you must press shortly after that hallway drops the ceiling on you.

As for the gameplay itself, as I say, it's good. Well balanced, fun, challenging, and reasonable. The maps mostly favour a sniping and tactical approach, though there are a few situations when it's good to get close up and personal. The challenge is well maintained throughout, but you are always given the right weapons for the job, and mostly plenty of cover. Monsters are well used throughout, their positions often highlight their strengths - they also blend fairly well from medieval to base, rather than a sharp transition. However, there was a couple of situations where Enforcers drop right behind you, and you can take a LOT of laser damage if you are not prepared with a suitable weapon - I found this rather awkward, aside from that the combat situations are fun. The ending is actually rather good... you certainly get to see where "Vore Valley" get's it's name, and the fight is an interesting one - could have been a bit harder though. There is a logical flaw with the final map though - the path you must follow looks specifically like an area you cannot go - it takes a rather illogical leap of faith (or a rocket jump in my case, hehe =)). Overall, a very fine unit, but with some niggling flaws.

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