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
Friday 25th December 1998:

Schist:"Schist"
(Size: 5.3 meg. Alternative downloads: Schist / Schist)


It's Christmas....December....mid-winter....cold.... So what better way to spend this chill season by firing up the heating, firing up the P.C., and firing up good old Quake??? And what more appropriate level to play than this full episode set in a bleak and frozen mountain base??? Yup, it's time to wrap up tight, put on a big, furry, and slightly amusing hat, and enter the icy realm of Schist. You can guess the story with the Schist base - some brainless cretin in the base has been exploring too far, discovers a hidden portal, and suddenly there are Quake forces everywhere....so the only solution is to send in one single marine to stop them =). If you don't want to guess, there is a very brief background in the text, worth reading as it all ties in nicely with Quake. Onwards to the maps, and this is a full epsiode, containing a start level, 3 base themed levels, 1 metal themed secret level, 1 medieval level, and an arena style final level, all of which are individually sizeable and liberally decorated with a wide and varied array of custom textures.

In fact, if I had to chose one defining feature of this episode, it would be the highly distinctive snow and ice textures which are prominent throughout the base levels - not only do these give the base a unique look, but when used with the steely grey water and ice cliffs in the outdoor areas, give a truly *cold* feel (see screenshot below). This is really quite atmospheric, and provides a convincing sense of "place", especially with the chill grey sky, which is the most dramatic use of sky I have seen since Zerstörer's evil night time sky. As I said, this is the thing that left the strongest impression on me in this episode. The textures elsewhere vary - the interior of the base is interesting enough, but can clash a bit, the secret level is attractive enough, but doesn't really have enough architectural or textural details compared to the rest of the episode. The medieval level is the best of all, with a distinct pale stone and wood style with is greatly enlivened by some excellent wall details and stained glass windows (see lower screenshot) - also the medieval map contains some varied areas such as the tombs and the lower caverns, both of which have their own interesting style.


Overall the use of custom textures is very benefical to this episode. The architecture does not quite live up to the texturing - while it is generally good, and occasionally excellent, there are some areas of the epsiode that are rather simple in design - notably in the earlier base levels, which have rather a lot of corridors. The architecture is not lacking details - there are plenty of girders, pipes, consoles and such, but the rooms and corridors are just simple in layout, with little "wacky 3D". This does improve later on in the base levels, with some quite original, convoluted and interesting designs, and the medieval level has some great architecture. The secret level is the plainest of the main levels - but since it was designed as a DM level initially, this is almost excusable. There are also a few areas where the levels aren't don't look as well finished as they could be, and the detailing looks a little odd. I feel that although the architecture and designs are good in general, it's a pity that all the levels aren't as good as the best sections.

There are some enhancements to the standard level design - plenty of fans in the base levels, occasional falling rocks, and the extremely cool thunder and lightning on the medieval level (see and compare lower screenshots). Also, progression around the levels can be quite interesting - crawling around pipes, exploring roof tops, getting ambushed by hidden troops - that sort of thing. And of course one great feature of this episode is the inclusion of a secret level - while this level is the weakest main level, the joy of finding it and having *more* Quake to play is very satisfying: I seem to remember it being quite tricky to find, so persevere. Related to design, the map does run slow in some outdoor bits, due to their size. This doesn't affect gameplay (unless you find Rotfish troublesome =) ) - however there is a point in the largest open area, where if you swim too far out in the water, you will get physically stuck in some weird HOM effect - you have been warned: save before you strip down to swimming trunks!!!


Last, but not least, gameplay. Overall the gameplay is very good, and increases in intensity throughout the levels to a proper climax (well, sort of, see later on...). The base levels are fun to wade through, with lots of enemy, can be fairly challenging in places, especially the last level, with it's more complex designs (which gives more angles of attack) and increasing use of real monsters. The secret level has a good level of challenge between the base levels and the medieval level. The medieval level is where the action really hots up - after a brief transition from base enemy, you have some fun fighting Death Knights and such, then after dropping into the black and malevolent lower caverns, a worrying and immersive fight with multiple Vores, then multiple Shamblers. Given the gloomy and slightly confusing situation, this fight provides real interest, and for me it was the true climax of the episode.

However, after this there is a final map with a fight against Chthon - fine you might think, but actually the author has attempted to spice up the fight with Chthon by placing you in close proximity with little or no useful cover. Rather than being exciting or dramatic, this is extremely boring, and took me dozens of attempts, saving after each switch. This was quite a disappointment after the previously fun gameplay and exciting underground battle, and spoilt the end of the episode for me. If the rather spacious final map had contained increasingly frantic encounters with tougher monsters - such as being trapped with several Fiends in Chthon's room - this would have been a lot more enjoyable. Still, given the size, originality, unique style and fine gameplay in the episode, there is much to enjoy progressing through these maps, so cheer up your Christmas with some vicious Quaking violence =).

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