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Thursday 26th July 2001

N3sp02_13: "Castle Necrosis"
(Size: 7.2 meg. No Alternative downloads.)


Note 1: This level does NOT work in software Quake. In GLQuake, it only works in Easy skill, and an optional side area will crash the level. If you wish to play it in GLQuake, do NOT go through the secret destroyable wall after the Zombies in the crypt.
Note 2: To play the level without those problems, you should play it in a custom engine such as TomazQuake (1 meg.) etc etc, or Aardappel's PanQuake (400 k - includes GLQuake fixes that avoid the above problems).
Note 3: If you want to play this level in TomazQuake, you must download this upgrade: N3sp02_extd (4.3 meg.) in addition to the main map download, otherwise some textures will be missing.
Note 4: There are still some issues with this level:
Neither PanQuake nor any of the custom engines use Idgamma, so the level will look comparatively bland and washed out.
Shooting the wooden platform above the silver key will crash the level.
In TomazQuake, the skybox is replaced by a normal Quake sky if you save and reload during the map.

A medium size medieval level (and a small second "boss" level) with a quite dramatic style. Middle Evil (review) and Unreal textures are used prominently, and indeed the level feels more like an Unreal level than a Quake level. Which is fine, this sort of rich medieval style works very well in Quake. Architecture varies a lot in style and quality, from the main and impressive courtyard, with it's cool medieval buildings, overhanging buttressed walls and intricate fence, to some plain and poky areas elsewhere in the map. Arched catacombs and a couple of outer castle sections are cool, while some connecting rooms are fairly bland. There's often nice details like complex braziers, mini-watefalls, lanterns and novel sprite trees, but these aren't consistently used. The variety detracts from this map - the plainer sections needed to match the better areas. The small second level has the same good style, but the architecture is a bit boxy. The lighting is excellent in GLQuake, rich, atmospheric, and well sourced - a pity that the lack of Idgamma washes out the lighting in other engines. A very promising style that needed some more coherence.

The main level offers a lot of exploration, including various free route choices, and a very substantial side area to explore underground caverns. Such exploration enhances the map's good atmosphere. Two secrets, both nicely placed though only one is useful. Gameplay is solid and fairly challenging: Monsters often lurk in ambushes, sometimes in large gangs, and it's a good idea to plan a retreat from some areas. "Silent" teleporting has been added, which gives such ambushes more shock value. A few areas have sparser monsters, but with plenty of reinforcments when backtracking, the fighting is fairly continous. Supplies are good too, with plenty enough weaker ammo, but skill settings are barely effective. The gameplay escalates well at the finish, with increasing waves of monsters, while the second map is really a superfluous anti-climax. The major gameplay flaw is the use of pathetic "baby" Shamblers, which add nothing to the gameplay, look silly, and spoil the atmosphere of the area they're in. Also, a "comedy" section near the silver key is spoilt by incomprehensible sounds, and some players will dislike being artificially forced to watch it. Like the architecture, a lot of good stuff with a slightly haphazard overall effect.

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