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Saturday 27th February 1999:

Sgodrune: "The Tale of Abbot's Rune"
(Size: 1.84meg. Alternative downloads: Sgodrune / Sgodrune)
Speedrun demo: 0:58


Welcome to the wild side....prepare for a hardcore headbanging balls-to-the-ceiling Quake experience!!! Oh yeah, this is some level, containing a start map and two huge levels, all featuring more gibs, more teleporting monsters and more in your face and up yo ass surprises than you thought possible =). Anyway, enough with the raving already, onto the levels... They have a pretty unique style, as you can see in the screenies - for the most part (in the main levels), a mixture of lurid bloodstained walls, heavy blue buttresses, pillars and supports, and plenty of runic details. However, there are some other sections off the main levels with diverse styles: The outdoor starting area, a rather twee little cottage (which was far too cute for this level or indeed Quake), and a medieval castle (which is completely different in style, and though simple, expertly themed and made, I really liked it). However, the blue/bloodstained/runic style is the most prevalent, and even overwhelming in some places: the sheer amount of it can get a bit repetitive, especially since it is such a rich style. Of course, the plus side is that it is original and creates a very strong theme that the maps adhere too. Also, some of the details are really magical - the floating cubes in particular, also the cool teleporters.

The architecture is equally consistent, and very good indeed. Lots of subtle and effective angles, plenty of monolithic pillars, loads of good details like runes and lights, all combined to create an oppressive and well finished design - there are few "filler" areas in this, even the simpler corridors have a strong design purpose (usually to surprise the hell out of you =)). Additionally, the lighting is expertly used, with some areas that throb menacingly and many that remain in darkness until monsters appear - again contributing to the foreboding atmosphere. Overall, the look of the map is very interesting, and even if you don't like this particular style, the attention the author has put into making it is evident throughout, this is definitely a *crafted* level. The layout varies from map to map: the start map is very simple, the first map is convoluted and winds around itself, with some side missions, the second is more corridor based, and feels long and involving. There is not much exploration, aside from the secrets (which are good) and a choice of missions in the first map, but the unique feel of the level certainly drives you on!


Well, although the style and design of the maps is very impressive, it is yet exceeded by the gameplay....aaahhh, the gameplay, what an experience that is....mmmmm (reminisces fondly). Okay, this is not your normal "see monster, shoot monster" scenario, oh no, this is a "see nothing, walk forwards, suddenly gibs detonate around you, then you are surrounded by Ogres, heart stops working....hello???....sorry, doctor, we have lost player....fatal shock". Hohoho, surprises and appearing monsters are what this level is all about, and while it doesn't quite have the malevolent atmosphere of Zerstörer or Casspq1, it has excitement in quanities most levels can only dream of. The start map starts things off very nicely....lets just say that this is NOT your ordinary "choose skill and walk through teleporter" start map =). Also, the start map introduces you to the story behind this level, which is continued throughout by quite useful on-screen messages - it's a basic "collect rune" story with a few embellishments. From the start map you enter the main levels, and the action, shocks and violence continues throughout. The author has compensated well for the vast number of surprises with serious armour and ammo caches - you get a lot of shells, mega healths and good armours in this, but believe me you will be glad of this.

With the style of gameplay, this level is no walkover, and the challenge is maintained throughout - it starts with the start map and builds to an apocalyptic final battle, which rather than being some lame use of Chthon or some weak excuse for a climax, uses some medium class monsters extremely well in a brutal combat - great stuff. Along the way there are so many exciting and diverse combats that you lose count of them. It's not all surprises though (though they are the highlight of the maps), there are enough normal combats to give you some "respite". There are also some interesting sections that aren't combat related, like the ending (after the big fight) which, well, I found it hilarious, just a cool and weird idea. On the downside to the gameplay, some players may find it too over the top, as even on the lower skill levels there are still plenty of appearing monsters and tough combat situations. But if you rise to the challenge (or save a lot!), you should find this level to be truly exciting....A very distinctive and overall excellent set of levels. (Did some very cunning Nightmare speedruns, completing both maps in: 0:58.)

Ruliano: "Ruliano"
(Size: 1.90meg. Alternative downloads: Ruliano / Ruliano)


People occasionally ask me why I don't like custom monsters in levels...."Shambler, why don't you like custom monsters in levels???". Well, I can now demonstrate how out place they can be and how they can spoil levels with this particular level. It's a good, solid level, that uses some Hipnotic and Zerstörer extras quite effectively, along with some cool ideas and great custom textures. It also has some truly repulsive custom monsters, but more on that later. The map itself is a sort of sprawling underground stone/metal/base complex, with lots of corridors and a few Zerstörer base influences. It's done rather stylishly, a nice solid feel, even if there are a lot of corridors and few spectacular rooms. There are some great gothic custom textures that spice up the map (and look very fitting), and overall the theme is quite nice. However, the architecture could be improved, with some more spectacular room designs, though the end room is very cool. There are some extras used in this map, such as force fields, an explosion and rotating stuff, all of which adds to the feel of the map, and the gold key altar looks cool. Overall, the style is cool even if the design isn't that exciting in places.

There isn't much exploration, and the map is fairly linear, though it does wind around on itself a fair bit. The gameplay has a few interesting touches: firstly, any health or armour gets added to what you currently have, up to 200|250 - I'm not sure whether this is good ro not, but it's different. Also, there are a couple of different weapons: the Zerstörer "Riot Controller" (you know this gun 0wnZ big time =)), and a laser gun (pretty crap and boring). The actual gameplay and monster usage is rather good, however it is hard to compare to other maps due to a "No Free Edicts" bug that means you cannot play on Hard or Nightmare skill. However, on Medium it is challenging enough, and is quite well balanced, up until the end which is too easy as normal (though the actually design and exit is very cool, worth waiting for).

The problem, of course, lies with the custom monsters: You have the "Re-skinned Enforcer In A Suit", which is awful, the "Re-skinned Enforcer Like A Cartoon Baddie", which is awful, the "Skinny Green Woman With Gun", which is awful, and the "Fat Slapper With A Staff", which is even more awful than the rest. I'm not going to beat around the bush: these monsters suck, they look dreadful, they are completely unoriginal, they are so utterly out of place in Quake it makes me want to vomit, and they aren't even anything special to fight. Mercifully, there are plenty of normal monsters too, though even a few of these custom monsters can spoil the feel and the atmosphere. If the author wanted new monsters, he could have used the great Hipnotic or interesting Zerstörer monsters instead of these pathetic efforts. Aside from this, the level is good, the gameplay is good, and with good honest Quake monsters I would recommend it quite highly. As it stands, I only recommend it if you are prepared to put up with the custom monsters, or if you want to see why I hate them so much.

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