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Saturday 19th December 1998:

M_Palace: "The Cobalt Palace"
(Size: 450k. Alternative downloads: M_Palace / M_Palace)


Normally, each day's reviews are in quality order, but today the levels are just about equal - in my personal choice. In many ways, this level is definitely inferior to Actaltrz, it is smaller, much simpler, has less creative ideas, and is rather 2D - in short, a normal level. However, it has one aspect that stands out and is very impressive: the architecture and detailing is fantastic, completely original, and finished to an almost perfect quality. The author has focused on simple, very small scale architecture (some may find it cramped), and used a very limited range of textures, yet, by a unique texture choice, superb use of those textures for detailing, continually angling and rounding off of architecture, has produced a style that is almost flawless. I tried, but I could not find anything wrong with the architecture - it is consistently lovely throughout the entire map - in particular the floor detailing, which is the most prominent aspect of the architecture, and is astonishing. Of course if you do not like the blue/grey/metal theme, then you may not like this, but the quality is there for all to see. Also, because the detailing is heavily texture dependent, and the author has used clip brushes in useful places (both features of good custom DM levels), there is very little to get stuck on, and apart from the small size of the map, it is reasonabley easy to manouvre in - easy for you that is, sometimes the small size works against the monsters - especially the Fiends, which sadly get stuck easily.

As I said, the layout is rather simple and 2D - this can be a little bit uninsipiring, as it doesn't really provide many distinct fighting areas, and the progression is semi-linear - it's a typical "get two keys and exit" scenario, but you can chose which key to go for first, which given the differing armour/weapons options, gives a pleasing sense of replayability - though there is little sideline exploration to do (not exactly layout, but one great touch is the co-op start - really nice idea, and co-op would be cool on this level). A couple of secrets - I only found one - useful, but not essential. Gameplay is consistently good, you face a good blend of monsters (though only 29 of them), and the challenge varies, but is reasonable - the fight with the above Ogres in the dohnut shaped room was fun. You generally get exactly the right weapons for the job, just the ones you'd choose to make it fun, but not too easy. However, the Thunderbolt at the end is definitely overkill, and given that the monsters can't escape to attack you, the end is rather disappointing (as per usual). Still, the level is pretty well balanced overall. I highly recommend this level as a text book example of how to produce a unique and gorgeous theme.

Actaltrz: "Escape from Actaltraz"
(Size: 1.2 meg. Alternative downloads: Actaltrz / Actaltrz)


You know how you often find levels that are really really bad, no theme, bad architecture, poor design, terrible gameplay??? And often in the texts, the level author says "This is my first level, sorry if it sucks" or "My first attempt at a level, please don't be too critical" or something similar??? Well, those comments get no sympathy from me - if you want to make a bad level, fine, but keep it to yourself - if you are going to publicly release a level, then damn well make it a good one, because it's a waste of time to release a level that no-one is going to enjoy. Then there is this level. Just bear in mind when you play this, that this is the author's first level of any kind. Then you will realise why I have no sympathy for those who insist on publicly releasing bad first levels. This level is not bad, it's not even merely good, it is excellent - a colossal, impressive, superbly themed, challenging, varied and creative base level of epic proportions, containing 147 monsters (no, that is not a typo, that is *147* - as many monsters as 3 average levels added together).

Where to begin with the mother of all base levels??? Well, the theme: the level adheres to the base theme perfectly, but also includes many "pseudo-realistic" touches that enhance the theme - crawling up air vents, getting the gold key off a crane, finally escaping into a patch of open ground (rather than a slipgate). The architecture: the architecture varies throughout, with small tunnels, multi layered rooms, massive open areas, corridors, caverns and catwalks, and it is all at least good, occasionally excellent. There is plenty of details, good use of angles and textures, atmospheric lighting, and a spectacular outdoor section (which runs amazingly fast given it's size), all of which is well designed and attractive. However, there is one niggle with the architecture - small, thin supports and railings are used often, and they don't look very good - the Quake engine does "thick and meaty" well, but not "thin and delicate". Also there seems to be an overuse of red light fittings in some areas that add little to the architecture, but overall it is very impressive. The layout corresponds to the architecture, varied but always interesting, and providing a variety of challenging areas to fight in. Although the level is essentially linear (but with a pleasing convolution - you backtrack through many areas from different angles), it does have 5 cool secrets - all very useful and mostly very fun to find, which is always pleasing.

The gameplay, well, it's not the usual going round blasting Grunts with the old double shotty.....well, it is, as in you face just base monsters, but the vast quantities of enemy, and the 3D and exposed areas you face them in ensure a challenge that is a long way beyond the base level norm. From the very first room, you are under a constant barrage of attack from all angles - enemy are perched on catwalks, Grunts pop out of secret alcoves, reinforcements appear at opportune moments, Enforcers patrol lethal killing areas with little cover. The challenge is constant and very high, and builds up to a superb ending - make sure you have lots of health and armour for this one (though the secrets near the end are extremely useful). However, herein lies the other flaw with this level - there is little armour and health early on, meaning that you are fighting for your live rather too often - it is surprising just how effective the weak base enemy can be, but when faced in these numbers, with no armour and rarely any cover, it can sometimes prove overwhelming. Although it is nice to see a base level providing (and often exceeding) the challenge usually provided by tougher monsters, I feel it has gone a little too far. But to be honest, that is the only flaw of any note - this level is superb value, and highly recommended.

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