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Saturday 16th January 1999:

Sadlark 8: "Temple of Amon-Sadlark"
(Size: 800k. Alternative downloads: Sadlark 8 / Sadlark 8)


When I reviewed Tomb, I said that the temple style was "...one I had never seen in a decent SP map..." - doh!!! Time for me to eat my words, as aside from the Lost Island (to be reviewed at a later date), there is this temple masterpiece - how could I possibly forget it??? This is an claustrophobic Egyptian themed temple par excellence - it sticks to the theme perfectly. You know, I tried, I tried really hard to criticise the theme, the style, and the architecture of this map....but I couldn't. Yes the architecture could be improved: it could be more angled, and the small scale design could be made more spacious, but given what the level sets out to do, to create a templesque labyrinth, the style is pretty much flawless. The architecture is perfectly consistent throughout, yet the immaculately applied textures give variety, between sandstone, engravings, terracotta, and dark balsatic edifices There are plenty of details in almost all areas of the map, both design touches as pillars, subtle angles, braziers and sarcophagi, and in fantastic textural detailing - aside from the few plain connecting corridors, every room has something of visual interest.

And what is more, it all fits together extremely well - a great example of adhering rigidly to a theme, yet exploring variety within that theme. However, aside from the beauty of it all, there is one distinctive design feature that may not be to everyone's taste: the map is designed on a noticabley small scale in most places - even the larger areas are, well, smaller, and the corridors are very narrow. Personally, I found this was not in the slightest bit detrimental to gameplay (even beneficial in some places), and indeed it added to the labyrinthine atmosphere. But if you are claustrophobic, you may find this rather cramped. Although you are generally forced in one direction as far as the layout goes, the style of the map gives a reasonable illusion of exploration, and there are a few secrets, though strangely balanced in places.

Onto gameplay, and though this is a lot of fun, it doesn't quite live up to the high standard set by the design. The gameplay has it's own flavour, as the scenery precludes charging in and outmanouvering the monsters (which, needless to say, fit well with the theme). Rather, the design encourages a "shoot and duck" style of fighting, which is nice for a change, though less exciting than the normal Quake gameplay. As far as this style of fighting goes, the tight architecture does work against some monsters, making it easy to bottleneck them in doorways. In other places, they can surprise you in cramped places and be more effective, and there are a couple of good surprises. The main disappointment, after fun, well balanced and consistent gameplay throughout, is that the ending is just to easy. Although the ammo is well balanced up to this point, the prescence of the lightning gun and only one final monster makes it an anti-climax. Also worth mentioning - there are 2 death traps, one is indicated, which is fine, while the other isn't, which is not. These are not too detrimental though, and given the style of the level, I can recommend it pretty much unconditionally.

Sadlark 9: "The Four Runes of Sadlark"
(Size: 1.2 meg. Alternative downloads: Sadlark 9 / Sadlark 9)


The final map in the Sadlark series, and one which attempts to try something different, as well as reminiscing on many of the styles and designs that were distinctive in the previous maps. The idea is as follows: you start in a central hub, and explore various sectors to retrieve 4 runes and this exit. In a sweetly Disney-like style, there are Egyptian, Mayan, Metal Compound, and Runic sectors. The seperate Runic sector is tiny, but does also includes the central hub and a "sector control room". As one might guess, the map is extremely varied, with all sectors having strong and distinct styles - it's a good example of how to include disparate themes in a map and get away with by virtue of a good justifying idea. However, this idea, while very good, does fall down in one important area - you must visit the sectors in a strict order. It's a pity that this opportunity for rare non-linearity has been missed, because with just a few minor changes, the map could have been truly non-linear, and gained a sense of free exploration which would have made it truly intriguing. Onto the sectors themselves, and they are all pretty cool, they stick to their themes well, and include plenty of excellent architecture and designs (the Mayan and Egyptian sectors do share some qualities with Sadlark8). Like most Sadlark maps, the designs are on the small side, but there is no shortage of superb details that have been crammed in (in some places, perhaps a little too much in small areas). The night sky is rather cool, and enhances the atmosphere of the level, working well in all sectors.

Arguably the most interesting sector is the Metal Compound sector, with it's original style of slimy green walls and heavy riveted metal, and the very cool bunkers - a clever touch, which though potentially nasty, actually reward instinctive reactions (if your instincts are anything other than "run for the nearest cover", do not come whining to me, OK???). The Runic sector, though attractively styled, is quite a disappointment due to it's size - and since this is the final sector, the disappointment is enhanced by it's simplicity. Gameplay is good and varied throughout (less duck and shoot than Sadlark 8), though due to the weaponry you receive, a bit on the easy side overall - it could have done with a few more monsters. Given that, there are a few very good surprises that can catch you out. There is a mixture of all sorts of monsters due to the varying sectors, and they fit into the sectors well (apart from an errant Enforcer). Like Sadlark 8, the only real disappointment is the ending - again you get the lightning gun, again there is only one finishing monster, again the level lacks the climax it deserves. However, again the level is very interesting, original, well designed, and fun aside from this.

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