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Wednesday 4th August 1999:

Sop123: "Source of Power"
(Size: 6.0 meg. Alternative downloads: Sop123 / Sop123)

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Note: These levels do not work in GLQuake, only DosQuake or WinQuake. I recommend WinQuake as the control feels the closest to GLQuake.

This is not quite the complete Source of Power episode, as Sop4 is missing from the end, but it still provides an interesting experience over the 3 completed maps. The background is thus: You are searching for a mysterious "source of power", which is hidden somewhere on a chain of islands. As well as the islands' natural hazards, you have to deal with a group of mercenaries who are also searching for the source... What this entails is: you explore around the islands, which are mostly outdoors, fighting not only "natural" monsters, but also encampments of base monsters. There is also a demo which provides some extra background, but I found it superfluous and rather boring. The maps themselves fit well with the story and the lost world feel it inspires, though you never reach the actual source.

You start in a cool new start map, which is well done and leads fittingly to the main maps. The 3 main maps consist mostly of large outdoor areas and caverns, interspersed with base and temple sections, as well as plenty of water. I love outdoor areas, and I liked these: they are large, varied, and often contain interesting features such as waterfalls, cavern mouths, ledges, huts, shrines etc. Some of the outdoor sections are very large indeed, more so than meets the eye, and they contain enough angles and variation to look quite good. However, more angles and more planning in the variations would have improved them - the "rocky" bits often look careless or too simple compared to normal rocks. Along with outdoor sections, there are some gloomier indoor caverns, again fairly simple, but they look quite good with lava pools and rock columns. The manmade (or "monstermade") parts are quite good too, but vary in interest. The boat and huts in the first map are good, they fit well into the map and the scenario.

The second map contains large base sections, these are okay, with some cool details such as a cable lift, fans, broken lift shafts etc. However, I found some of the base rather bland - it's a case of "realism" and small details over large scale structures and designs. The temples and shrines in the last map are very simple, but well made and attractive as the temple style often is. The main architectural problem is the lack of refinement - as mentioned in the outdoor areas - throughout the maps, they just aren't polished or refined enough, especially compared to the maps we've seen recently. And of course, there is the GLQuake problem - suffice to say that I spent a long time trying in vain to get the original Sop1 working in GLQuake, and that playing in software has it's distinct problems: general ugliness, pixelation, slow running at normal resolutions, strange mouse control.

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However, despite the rather amateurish build quality, the maps' looks are adequate, and their originality and intrigue compensate in part. One thing worth noting is the music, which is prominent in the first map. Although it's not as freaky as Quake's original music, I loved it. Eerie and mellow, it really sets the atmosphere well, I'd have like to have heard more music like this in the maps. On the theme of intrigue and atmosphere, the progression through the maps fits well - though there isn't much non-linear exploration (the final map is the best for multiple routes), the maps still feel exploratory. This is due to a combination of factors: the maps' unique nature, the tasks required for completion, and the way the routes wind around and backtrack through the maps - since the backtracking is usually at a different level, and there are often reinforcements, interest is maintained. The gameplay, as far as combat goes, seemed rather tough overall: though the first maps is fairly straightforward, the lack of health in the second map, and the often very tricky monster usage in the third map made it quite a challenge.

The first map just has normal gameplay, with mostly Enforcers and Ogres, with a few interesting ambushes. It is a bit unbalanced - the start is quite tricky, and the end easier due to the weapons you get, but it's still fun. The second map has more complex gameplay, particularly with traps and other jiggery pokery - and this was frustrating in places. For example, there is a "health machine", the only health on the level, that is unmarked and you need to read the help text to find out where it is; as well as some obvious death traps, there are are some less obvious ones, like a wind tunnel that does massive damage and lifts that can kill you instantly; the section where you have to run past a spinning fan was annoying too. Actual combat, with mostly base monsters, was more fun though quite tricky - plenty of ambushes here.

The final map has less traps, but some more fun "trick" gameplay to progress, (which goes well with the lost world theme - make sure you read the temple's books), as well as some solid, well staged combat. Monsters, including plenty of tougher ones, are well used in this map - often placed in tricky situations to suprise you face to face or to make good use of their attacks. This makes the map challenging, but in a fairer sort of way, as you get good weapons and reasonable ammo/health. One disappointment is some "new" monsters: an ED-209 style robot would be good, except it's ghastly skin makes it looks like a kid's toy (and thus totally out of place), and tiny "baby" Shamblers at the end were just daft. However, this is the most interesting map of the three for combat, and despite the challenge easing off at the end, the gameplay is still involving. Like the architecture, the gameplay could do with more refinement to make all maps equally fun, but this is good, original, unit for a different slant on Quake.

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