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Tuesday 4th April 2000:

A3: "The Journey Home"
(Size: 810k. Alternative downloads: A3)
Speedrun demo: 1:05


A3 is an exceptional map, showcasing the distinctive curvy temple style which Pingu established in his classic Q1 DM map, A2, in a very cool looking Q1 SP map. A complex of temple sections built into a bleak tundran rock setting (an unusual combination in itself), this map doesn't look like any "real" place, but it's all inspiring and exotic. Each area is diverse and interesting, there are no simple, plain rooms, instead a variety of great designs jut out of the naturally angled cliffs and open courtyards. Those designs are seriously focused around curves: curved beams tower overhead, arches frame hallways and support a bridge, surrounding walls undulate, spiral stairs and sinuous corridors link the major areas. Clean sandstone textures allow the impressive structures to speak for themselves, with bands of hieroglyphics and arcane images as details. This is all set off by well sourced, natural lighting including torches and dramatic shadows from the sky.

The only real problem is that the r_speeds (a measure of how much stuff Quake has to display on-screen) are often high - so the map could run slowly if you have a low spec PC. Also, some of the textures around doors and arches don't match where they meet the curves, but that doesn't detract much from the overall visual effect, which is excellent. Exploration comes from searching nooks and crannies for items, and from the feel of the map, with each area revealing some new, exciting design, rather than lots of exploration to progress. Progression is a simple matter of finding keys and buttons, though you end up visiting areas on different routes, which is good.

Combat is often exciting - it might not seem that way at first, as most areas are unnaturally quiet, but monsters soon start dropping on your head. I think this fits well with the feel of the map, giving you a chance to savour the atmosphere before being ambushed. Some ambushes are very cool, a highlight is having waves of Fiends thrown at you. However, there could be better monster usage - the complex architecture has potential for some great attacks from above, and more exciting ground floor combats. Since you get a lot of nails and the Perforator, the challenge does wear off despite sparse health. But it picks up at the end, in a blatant arena combat - you know what's going to happen, so be prepared, and make sure you keep your ammo stocked up. The gameplay doesn't quite match the glory of the design, but the overall package is an essential release. (Did an radical Easy speedrun in 1:05, essential viewing :P.)

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