Shambler
Hosted by:
PlanetQuake


TEAMShambler Quake Level Reviews


Main
News
Style and info
Submitting levels

Reviews
Latest review
Reviews by date
Reviews by zip name
Reviews by map name
List of old levels
PQ's LOTW

Articles
Design Theories 1
Design Theories 2
Q1 SP Articles

Demos
Speedrun demos

Info.
Level help
Site FAQ



Reviews
Wednesday 16th December 1998:

Stores: "The Stores"
(Size: 700k. Alternative downloads: Stores / Stores)


Yet another base map (for some reason, map authors tend to make more good base maps than anything else - maybe because the base styles is simpler and easier to do - less monsters, more "normal" architecture etc.???), but like many base maps, it has some subtle differences that make it stand out from the crowd. In this case it's two features, firstly the "storage" theme of the map - as you might guess there are crates everywhere, which is no bad thing (a lot of Q2 maps use large amounts of crates quite effectively), as it gives the map a strong theme, and makes the fighting areas more interesting, with both crates to hide behind, and enemy lurking behind them - also crates, while simple, are not unattractive if used right. Secondly, the style of this map (texturing especially) strays away from the usual base whites and beiges, rather it has a much grimier and earthier feel, with some wooden crates, bunker-like corridors and generally brown textures - the overall effect is quite realistic and pleasing. The architecture is good, while simple (though not boring) in places with the corridors and crate filled rooms, it is livened up by some good details and a few impressive structures (see screenshot) - also check out the final lift for attention to detail.

Gameplay is good, as it often is with base maps - the usual Grunts and Enforcers get some heavy support from Ogres, which adds some spice. Also in a few rooms, the maze of crates means you can receive thought-provoking attacks from various angles. Sadly as you might expect, although gameplay is well balanced throughout, there is no big climax at the end - obviously it would have been more satisfying if there had. However, there are a couple of potentially serious problems with the gameplay that could put the easily offended off this map: both the silver and gold keys require you to find "secrets" - the gold key is revealed when you hit a "secret" button, and you can only escape from a nasty laser trap (which itself is a bit annoying) by the silver key by shooting a hidden floor panel.

Although I got the gold key easily, and what's more rather cleverly found one of two other ways to get out of the silver key area (email me if you find both alternative ways, and you will get a prize or something. Well, probably not a prize. But fame at least.), I still find this problematic as I could have spent too long wondering around the map, that would have been frustrating. So when you play this map, have a good look around and keep your eyes fully open!!! There is one other, but less serious, niggle - there are no "real" secrets in this map, and given the plethora of crates, it would have been ideal to have lots of secrets - on top of crates, behind crates, just everywhere!!! A pity that this wasn't taken advantage of, but overall the map is good and the unusual style is nice. And don't worry too much about the problem with the keys, just email me if you get stuck.

- - - - - -
Previous reviews
- - - - - -