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Saturday 17th July 1999:

Strong-hold: "The Last Strong Hold."
(Size: 490 k. No Alternative downloads.)


Note: Since software Quake doesn't allow map names over 8 characters, you will need to rename this map if you play in software.

Another new level from Tiddles, and despite the rather different looking screenshots, this level does feel fairly similar to Outpost Alpha. That is, it's a smallish, well detailed futuristic metal level, with lots of metal beams and concrete walls, hi-tech details and base enemy. However, this level is more complex in layout, and does include plenty of lava as an added "bonus". Combined with even more metal details, this gives the level a heavy, dark and oppressive feel. The more complex room designs give the level some more interest, and there are more large scale structures such as multi-level rooms, staircases, sentry windows, pillars etc etc. All of these are consistently made and fit well into the map. A particularly neat detail is the lava "troughs" on the wall - just some eye candy, but they look really cool. However, there are couple of problems: firstly the level does run slowly in the complex main room - despite it's smallish size, r_speeds reach 900 in places, peaking at 1000. When combined with the large numbers of enemy, this can be rather choppy in the main room. Secondly, and this is just a feeling, doesn't feel quite as polished as Outpost Alpha - this may be due to the slowdown, or the slightly squarer rooms. However, it's still a well made and attractive map in a dark and grimy way.

With the more complex layout, there is some more exploration too - for example, a few dead ends to collect weapons, and some route choices later on in the map. There is also a nicely designed secret that I missed the first time, but it's a cool one. Gameplay is a bit stop starty, and the way it changes throughout the map is worth noting: The map starts off very calmly, as you womble down some empty corridors. Then there are a few Grunts, then a room with some Enforcers in a cool sentry window. Then, in the main room, there are vastly more enemy, with an Enforcer barrage of epic proportions - stand still in the center of this room and you would be dead in under a second, even with armour. Tactical sniping and/or tactical aggression deals with this hectic situation, then the gameplay balance returns to more normal standards, with a variety of monsters and combat situations. Though the gameplay is solid to the end, the main room is easily the climax, and the ending turns out to be rather easier with the weapons you eventually get. Aside from this slightly odd monster balance, I found the items balance to be good, and the combat to be interesting and varied - though this level doesn't have skill settings, so some of it may prove too hard for some players. Another solid level, again recommended.

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