The Ascent from Hell |
AFHELL.ZIP 5 feb 1997 |
author: "DeSoto". great architecture and lighting at the beginning of this level, which sets the mood and establishes the theme very well. a little on the difficult side at first (two shamblers with a shotgun and 65 shells?) unless you find the first secret. many visible seams throughout this level, mostly on vertical surfaces. this level has one lethal baited trap, but it can be defeated with a little thought. save first, though... you'll know where it is. there are some very nice graphics in a couple of areas; i was most impressed with a couple of them. the level seemed kind of empty due to the relatively-low monster count and the spacious areas. there were four secrets here, and i found one of them. the flow is... well, kind of limp, actually; bursts of combat are followed by long periods of nothing, and the monster groupings didn't make sense to me. good tension in this level, though. the endlevel is sudden, as it's not marked, and i was left with a "yeah, whatever" kind of feeling upon completing this one... good technical work, lots of architectural variety, but...
Abode of Agony |
AGONY.ZIP -- 313k 6 apr 1997 |
author: Kevin Haley. this level is mostly built with square areas and hallways. the architecture has been done adequately, as has the lighting. the flow is fairly regular, and the pacing is the same. this level has a few puzzles to it, and they're not too difficult to solve... but i'd suggest you look around carefully before going through the teleporter by the ring of stone over lava. monster selection is a bit erratic. running through lava is never my idea of a good time, though, and i think it's safe to say the "invisible bridge" built with clip brushes should be a thing of the past. lots of repetitive back and forth through empty rooms in this one, too. one thing this level contained that bothered me: there is an elevator that takes you up to a room that's above the sky. now, i know Quake isn't "real", but... overall, lots of potential, and with a bit more attention to actual gameplay, this one would have been a winner.
House of Bombay |
AGX.ZIP -- 774k 27 apr 1997 |
author: Dr. Gomez Inigo Bombay. this level is... well, to tell you the truth, i wasn't able to figure out quite what it was. the architecture in this level has been done with an eye to visual aesthetics, to be sure, but there is just so much of it that the level runs very choppily most (over half) of the time. the flow is acceptable, but the pacing is erratic. texture selection is a bit on the eclectic side, adding to my confusion as i attempted to decide just what this place was supposed to be. monster selection and placement is challenging, and the weapons provided are more than adequate, but the specials in this level (especially the wall-mounted spikes in the dark corridor) prevented me from being able to complete it. i never found the silver key. the author clearly understands the mechanics of level construction; with a bit more attention given to actual gameplay, the next one could be spectacular.
The Road to Inverurie |
ALBA01.ZIP -- ~1,100k 8 jul 1997 |
author: Neil Manke. this level is another that comes in .pak form. you begin as a prisoner of the English, and you've just escaped from the cart they were transporting you in. problem is, you don't have any weapons -- not even the axe. the author has used QuakeC to strip you of your weapons and the first thing you need to do is retrieve them... which is easy enough. the architecture has been done most excellently in this level, from the sheer mountains to your uncle's cottage to the underground caverns to the final "fort"; it looks and feels like you've been transported back in time. the texturing fits the theme and the mood perfectly. lighting has been done well, though it was a bit dark at times. monster placement and selection is good; the author notes that some of the monsters are placeholders for the final version of this level. as with his other levels, this one contains a number of puzzles, but thankfully they're not terribly difficult. they are still challenging, however. the pop up messages did much to advance the theme. this level rewards the explorer, and there are plenty of places to jump up to and climb on to look around. the only real problem i had is one that's inherent in this type of situation -- killing the monsters with a shotgun is decidedly odd in 1303. i'll be looking forward to the entire episode once released.
Inverurie |
ALBA02.ZIP -- 1,065k 9 aug 1997 |
author: Neil Manke. this level comes in .pak form, and is the second in a series of levels from the upcoming Alba TC. you start on the edge of a small town and are to work your way through to the countryside. this level is, in a word, superb. the architecture has been done extremely well and is convincing. the level is lit effectively, with most light having a visible source and the sourceless light blending naturally. there are plenty of places to climb on and over as well -- this level truly rewards the explorer. in fact, some items may only be had by jumping and climbing. the sound effects included in the .pak (i loved the crickets!) contribute much to the overall immersiveness. the church, in particular, is a textbook (text-page?) example of minimalist architecture; it has enough detailing to convince you that it's a church, but it's not burdened with excessive and unnecessary detail. this level runs smoothly in every single area and from every single angle, yet it looks and feels like a real place. the pop-up messages are relevant and fit the theme perfectly as well. this is Neil's finest work yet, and if this is any example of what the finished (commercial) TC is going to be like, i'm going to go ahead and reserve my copy now. simply brilliant.
Altus Mors |
ALTUS2.ZIP 11 dec 1996 |
author: Travis Pease. a very small, very vertical level. i don't know that i liked having zombies present in a level with no way to kill them (i.e., i neither saw nor found either a grenade or rocket launcher). at the start, there is so much sky behind you that you can see where it warps; to my mind, this is not a good thing, either stylistically or realistically. not enough ammo here, either, unless you possibly find the secrets... there were three of them (at least, that's what the status bar said), but i found none of them. the architecure, however, is actually very well done; the author has a good sense of proportion and lighting, so, while i didn't really enjoy the level overall, i did appreciate the architecture. i'll be looking forward to his next release, if there is one.
Anaconda |
ANACONDA.ZIP -- 763k 13 apr 1997 |
author: Steve Thoms. this level, as you might have guessed or heard by now, is based on the movie "Anaconda". since i haven't seen the movie (nor am i likely to), i'm going to review this level based on it's own merits. this level comes as a .pak file due to the presence of a couple of new monsters -- Bubbah's snakeman and... well, i think you can guess what the endlevel monster is. the modelling and skins have been done convincingly. the level itself is of the "underground sewer" theme, and has been done extremely well. from the lighting to the dimensions to the architecture (such as it is; it's mostly hollowed-out rock), this level looks and feels like an underground river. non-rock structures, such as support beams and the like, are present but not overwhelming, adding to the immersive feel. speaking of immersive, this level is roughly 50% completely underwater, which makes it easy to forget to surface for air. this is especially important to remember due to the snakemen (which take a while to kill) present in the level. monster population is thin, but the placement has been done very well to keep you tense throughout. four secrets in this level (i found all four), three of which are marked and the other which rewards the explorer. the endgame is a tad easy, considering the size of the monster involved, but it's a lot of fun watching the gibs fly when you finally waste her. a great job, and a fun level.
Anonca Base: The Shambling |
ANONCA1.ZIP 22 feb 1997 |
author: Rob Marton. this level is done mostly in the blue-metal textures. it starts in a fairly dimly-lit area, and one of the two doors, when approached, indicates it "seems locked". the message use throughout this entire level runs toward the terse side, but it is extremely effective nonetheless -- it's easy to believe the Quake dude doesn't often think in complete sentences. most areas are dimly and sporadically lit, making this one of the creepiest levels i've yet played. the lighting has been done superbly; hard to see at times, to be sure, but not once did i feel like i was staggering blindly through the murk. (i have to admit, though, most of the time i was edgy because i really couldn't make everything out in any given area.) the architecture in this level is most excellently done, even though little of it resembled anything "familiar" -- the proportions and structural oddities and angles are some of the most "alien" i've come across. flow and pacing were done well, though due to the inherent strangeness of the level's design, it's easy enough to lose your bearings. the only problems i had with this level were technical; since a few of the areas are complex in design, some slowdown was noticeable, and near the end i noticed some TexSmear upon first exiting the teleport. for overall theme, intensity, and immersiveness, this level stands among the best... and in some ways, breaks new ground for conceptual level design.
Anonca Base 3 |
ANONCA3.ZIP -- 647k 26 aug 1997 |
author: rob marton. this level has been done in a "sanitary future base" style, and it has been done well. textures are mostly bright or smooth and the entire place has a fresh, just-cleaned feeling. the white tile used for much of the flooring contributes to this. most areas are very large, but they run suprisingly smoothly. the author's sparing use of detailing helps the speed as well as gives the areas a rather majestic look. both the flow and the pacing are linear, and it's easy to tell where you're supposed to go next. i could have wished that it didn't take so long to get there sometimes, though; the size of these areas means that you have quite a lot of running to do. the monster population is pretty evenly mixed, but the level is so huge that the author could easily have tripled the numbers comfortably. nevertheless, there are situations where the combat is close-in and fierce. the structures in this level, as in this author's other level, are elegant and unconventional, yet they hold a singular aesthetic appeal. some of the areas are steeply angled, which makes footing uncertain and combat more challenging than normal. the endgame is mildly anticlimactic. this is a good strong level.
The Ancient Aqueduct |
AQUA.ZIP -- 1,042k 9 aug 1997 |
author: Roger Staines. this level has been designed to represent, you guessed it, an aqueduct-style area. this, of course, means that there is quite a lot of water. the architecture has been done in a grand scale throughout and, with a few notable exceptions (looking down the long tunnel in the red area from the slime pool), runs smoothly. structures offer plenty of room for moving around. the lighting has been done rather evenly through the level, with few shadowed or truly dark areas. the monster mix is good, if a bit light (but considering the average room size, this is hardly surprising)... even though there are 101 on hard. flow and pacing is excellent. weapon placement is also good; the weapons aren't just dropped down in any old area, but aren't all that hard to find. plenty of surfaces to jump on and in, and lots of water to swim through. biosuits are provided, but for the most part you really don't need them. secrets are plentiful (there are six) and are marked or indicated in noticeable ways. i especially liked the multi-part secret; very cool. if you like large levels with a bit of exploring and plenty of freewheeling run-and-gun combat, you'll definitely love this level. i know i did.
Arcane |
ARCANE.ZIP -- 782k 17 sep 1997 |
author: Matt Sefton. this level has been done extremely well in the "runic" style. the architecture and texturing in this level is most excellent play areas are widely varied in size, detailing is subtle and effective, and most areas are memorable and interesting. the flow is semi-linear, with some side-passages to explore off of the main level path. enough weapons and ammo have been provided for you to do the job, but not by much, so aim well. two secrets in this level, and i found them both. (one of them was a "jumper" secret, and i do like those.) monster mix is on the heavy side, and since you've got more than enough room to maneuver (though there is one tricky combat situation over lava), it's more fun than frustrating. only one complaint about this level, and that's the slowdown in the entrance courtyard area. another fine example of Matt's quality work, and highly recommended.
Area 51 |
AREA51.ZIP 1 jan 1997 |
author: Murat Deligonul. this level sports some sprawling and complicated architecture, and is heavy with BrushGlut from the very beginning. two death traps await you on this level; one is actually baited. the monster mix is a bit on the heavy side, but it is beatable if you use your ammo and positioning wisely. some profanity in the messages, but they're otherwise done well. this level has some of the thinnest brushes i've yet seen. the level allows for a very open and non-linear style of play; you can wander around for quite some time before a key is required. the theme is somewhat erratic; at times i couldn't determine what a particular area was supposed to be. some brush seams, gaps, and illogical / unlikely architecture as well. quite a few solid-black structures. the exit sign texture is not only overdone, but badly misaligned. altogether, this level has potential, as i saw some very interesting and creative uses of architecture (but few of lighting), but it does need some significant "cleaning up". a thorough beta-test or three would have helped this one a lot.
ArenaQ |
ARENAQ.ZIP 21 jan 1997 |
author: "bad ash". a huge dark room with 40 monsters, a buttload of rocket launchers, and enough ammo and armor for at least eight people. if you want to see the Quake engine pushed to it's limits, run this level; i got near-constant RAM warnings, and the sound gets very echoey (which is kind of neat, actually).
Armageddon 2 |
ARMA2.ZIP 11 dec 1996 |
author: Matthias Worch. beautiful architecture, top-notch game play, some puzzle-solving (but not too much, and not too complicated) and an excellent selection of monsters, both in numbers and in degree of difficulty. no secrets in this level, but, given the design, a few would not be out of place. plenty of room in this design to increase the number of monsters and perhaps toss in a grenade launcher to liven things up, as well. i'll bet this level kicks some serious ass in deathmatch.
Armour of God |
ARMORGOD.ZIP -- 863k 9 aug 1997 |
author: Scott McNutt. this level has been done in the medieval/castle theme. the architecture is huge and sprawling, and most of the structures are unornamented. unfortunately, some of the play areas are so large that there is significant slowing in most places overlooking the main water area. nevertheless, the flow and pacing in this level has been very well done. the author adheres to his chosen theme well, and, while this level isn't truly immersive, it's convincing. enough weapons and armor are provided that you probably won't have to worry about running out. most play areas are on the large side, but given the monster mix and placement, you'll be thankful the author has given you room to move. like this author's previous work, the combat is very well thought out, and is as challenging as it is exciting. a good, strong, fun level. well worth the download.
Assassin |
ASSASSIN.ZIP -- 1,044k 26 aug 1997 |
author: Stuart Maine. this level has been done in the medieval theme, and it's interesting in that there is a definite storyline; you're an assassin that's been hired to dispatch one Lord Marcek. you have to try to get into his castle without alerting the guards, and there are traps laid to make sure you don't get where you need to go. thanks to good use of pop-up messages and intelligent monster placement, it really feels like you're sneaking around this guy's house looking to kill him. the architecture and lighting have been done very well, and most areas ran smoothly. structures are consistent and believeable. i did note a significant amount of texture misalignment, though. the endgame is ferocious, but that's to be expected: you're confronting a guy and his minions on his home turf, after all, and he definitely saves the best for last. altogether a delightful and immersive experience.
Atrocity revised |
ATROCITY.ZIP -- 795k 8 jul 1997 26 aug 1997 |
author: Jeff Aranyi. this level starts off outside the main building in a rather closely-crowded courtyard. the architecture and texturing have been done well; it is a convincing play area, and nothing seems strikingly out of place. it does run slowly in places, though, which can make combat difficult. the size of areas are widely varied, from narrow and cramped to spacious and fairly sprawling. the level is linear but you don't often feel herded. the lighting has been done extremely well; every section has a definite "feel" based on how it's lit, and all these moods make sense within the context of the level. combat is frequent and fairly heavy, and some of the areas were noteworthy in their construction -- i especially liked the platform over the first water you swim through... dark and fairly constricted, yet easy to play through and fun. the "furnace" area was interesting as well; since i enjoy climbing and jumping on structures to see just how much i can explore, this area, though small, was very enjoyable. you're given weapons just when you most need them, and you'll never run out of ammo... though you will get worried occasionally. there are seven secrets in this intricate level, and i found four. all in all, a fun level and a good game.
Azurette |
AZURETTE.ZIP -- 538k 9 aug 1997 |
author: Noel Weer. this level, as you might surmise from the name, has been done with predominantly blue textures, and the theme is medieval. the layout is noticeably squarish through most of the level, and there are a series of doors that open into each area that gives certain parts of the level a predictable, rote feel (open the door, clear the room, open the next door, clear the next room, etcetera). what's most remarkable about this level is the way the lighting has been done; it's been done indirectly, for the most part, giving the level a perpetual "twilight" gloom to it. it's bright enough to see, don't get me wrong, but it's the most eerie-feeling level i've ever played. in fact, i can't even begin to describe it; you've got to see it to understand. level authors that would like to give a "sunset" or "twilight" feel and light to their levels (indoors or outdoors) would do well to examine this technique closely. enough weaponry is provided to do the job, but beware: the ammo load on Hard is extremely tight. i was able to get through this level without dying on the third try because i discovered some ammo that i had overlooked on the first two trips through... and even then i was carving my way to the end with the axe. a very tense, and intense, level, but the flow and pacing of the monster selection seemed a bit... i don't know... odd. a good level, but it didn't feel right for some reason...