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Wednesday 28th April 1999:

E-5: "Pak 5"
(Size: 7.10 meg. Alternative downloads: E-5 / E-5)
Speedrun demo of Map 3: 0:49


As you might tell from the size, this is a full episode, containing a modified start map and 5 full maps, two of which are divided into further smaller maps. In addition, it has a couple of cutscenes, and uses some of the great Zerstörer modifications. However, that's not the only thing the episode uses, and this needs to be cleared up: This episode uses small sections that are clearly taken, without any credit, from Iksp5 by Iikka Keranen and Decree by Jim Ahara (and from Id's original Quake maps in places). Although the sections are modified, they are obviously from those maps....call it unoriginal, call it plagarism, call it blatant theft, whatever - it is disrespectful and ultimately to the detriment of the episode. What makes this even more puzzling is that the map makers behind this episode show elsewhere that they are well capable of not only excellent designs, but also of their own original and interesting style.... Well, now that particular bit of unpleasantness is cleared up, onto the maps themselves: You get a base map, a medieval map, a metal map, a gothic Zer map, and a small rocky end map - so there is plenty of diversity in the styles, and each map has it's own particular feel. The base and metal maps contain the copied sections, BTW. The architecture and theme varies both between the maps, which is fine, but also in overall quality, which sometimes is not.

The base map is mostly great, with a varied selections of rooms, well made architecture and plenty of nice touches from the authors - the curvey things above are a good example. The medieval map is equally good, and has a pleasing sense of immersion - you start in a small hamlet, progress via some semi flooded mines, to finish inside a castle. The architecture in this was good, with often great uses of angles and textures, and some neat details (such as the perculiar "waste" room that has a damaging toxicity). Though there could have been some more complex details in the castle, this map (actually 3 mini maps) was the highlight of the episode for me, it just had a nice and unusual feel to it. The metal map is a disappointment, the layout is plain and squarish and there are only a couple of very small sections of good architecture. The gothic map, well it's nicely made with a cool Zer style (blood, altars, rain, statues), but the layout is a highly repetitive symetrical maze - not hard or frustrating, but just boring. The end of the gothic section is okay, a bit more interesting. The final map is small but quite good, again a nice original style - and a amusing use of a cut scene - leading to a rather tall final room. Overall, this episode contains plenty enough good architecture and inspired designs, but it would have been much better with all the maps sharing the same layout and design qualities - and without the copied sections.


The progression and exploration varies with the maps: the base map has a good secret for exploration, the medieval map has lots of exploration - both to complete the map and also for goodies - as mentioned before this has the strongest sense of progression too. The metal map has a little bit of exploration, however it requires you to find areas that count as secrets to finish - there is one particularly awkward section where you need to escape from a trap by shooting an unmarked secret, which doesn't always open. The gothic map is pretty non-linear, but this isn't really much fun due to it's repetitive design. The extras used are worth mentioning - as well as textures, this episode uses Zerstörer weapons (Riot Controller and Chainsaw which are excellent, Chaingun which is okay), monsters (only one), trees, rain and other such effects (pretty atmospheric). This drives home the quality of the Zer modifications and just how much they can spice up maps - a pity this stuff isn't used more often. Onto the gameplay, and it is all pretty good, the only real problem is the lack of skill settings - but although the level is challenging in a few places, it's not that hard (there are often escape routes), so this shouldn't be too troublesome. After each map you restart with basic weapons, but in each you soon get good weapons and armour - apart from the base map, there could be more monsters to soak up the firepower.

The base map features just base monsters, in good numbers, but is really made interesting by the Zer Mega Enforcers - despite their amateur looks, these guys are just cool, and their attacks/shield combo makes them a whole lot of fun to fight. These are probably my favourite add on monsters, just due to the interesting combat they give. From there the medieval map swaps to appropriate monsters, with plenty of Ogres, Scrags and Knights - all used quite well, though there could be more of them in places (like the underused sewers). This map also features a cool ending that is amusingly obvious. The metal map is okay, but nothing special, there aren't any outstanding combats. The gothic map is mostly boring with little to fight, but it is enlivened by some Shamblers. The ending of this map is a Chthon ending, floating in space a la Zer - surprisingly, given the lack of cover this isn't frustrating - in fact just by running and keeping a close eye on the big red dildo, it's over quite soon.

The final map is nicely set up, but hasn't got much combat to speak of - you get to take out Shub (yes, again) in the usual boring way. Now, you may be getting the idea that a bit too much has been included in this episode for it's own good - and you'd be right. With all the different styles, the modifications and the 2 major boss monsters, there is a sense that the authors have tried to cram everything in without checking how convincing it as a whole. This doesn't actually affect how fun it is to play, but it makes it, well, a bit directionless - a story or overriding mission would have benefitted this episode. However, it's fun and fair, the style is great in places, and if you can ignore the copied sections, it's well worthwhile. (Did an Easy speedrun of Map 3 in 0:49)

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