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Saturday 2nd January 1999:

Dxm: "Dextromethorphan"
(Size: 750k. No Alternative downloads.)
Speedrun demo: 0:26, Coop speedrun demo: 0:10


Note: This is a review of the original Dxm level, NOT the Dxmf version that is found at Cdrom.com etc. This review only applies to the Dxm version, the Dxmf version is reviewed as part of Rstart11.
Yet another good base level, and yet another good base level with a very different feel to normal base levels. This is a small but sprawling outpost set around two open natural courtyards. The architecture and styles not only vary throughout the outpost, but are often different in style to the average base style - for example the glowing sky blue corridors, the red light decorated units, the track like walkways and the cool outdoor bits. However, since the normal base beiges are found in all sections, the base is linked thematically and the varied styles don't seem out of place. Architectural high points include the the themes mentioned above, the occasionally exciting use of lighting, and especially the oudoor sections, which have nice areas of base jutting out into them, and excellent rocky walls, whose textures and angulations are a fine example that others should heed. On the downside, there are some texture problems, including over-variation of textures in some areas, strange use of texture scaling, some misalignments, and a small area of HOM in one of the rock walls - but overall no major architectural problems. The layout is reasonably simple, though the design allows you to get attacked from unexpected angles. Progress through the map is linear, but all areas have interest, and variety, of course. Secrets are so-so: 1 is good, 1 isn't really secret, and 1 has nothing in it - only the obvious secret gives any real exploration.

Gameplay, like the style, varies, but is mostly quite distinct - this is accomplished by varying the gameplay between areas where you get a lot of attacks from base enemy from all angles, and areas where you are facing unexpected Fiends and Shamblers on there own. Also the distribution of items is unusual - with large but well spread out caches. The use of Fiends can often be quite unexpected - when you get the RA, MH and Perforator at the start you may wonder what on earth they are for, but don't worry, you'll be glad of such firepower later on. Ummmm, but not *too* later on, because although the gameplay is quite intense for most of the map, it tails off very noticably towards the end - disappointing given the brutal but fun fighting that has gone before - just a few "biggies" at the end would have much improved this. There are a couple of other flaws - some "one off" events are triggered repeatedly (though the events don't happen again), and a Shambler near the start seems to die automatically when it's supposed to teleport in - weird! Aside from this it's a cool level and well worth playing for it's unique styles. (Did an astonishing Easy speedrun in 0:26, AND a Nightmare co-op run in 0:10, also on the Demos page.)

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