After
the release of Quake, various map editing programs
were quick to pop up. Map editing for Doom2
had been hugely popular and with the giant leap
of technology in the Quake engine, the Quake
mapping community was sure to be popular. The
maps began showing up fast and a few mappers
like Steve Rescoe, Matt Sefton, Andrew Smith
and Roger Staines were early benchmarks. These
paved the way for new styles of mapping and
architecture.
Although Village of Dread wasn't
hugely popular back when it was released, it
is now considered a classic for it's unique
historic township design. Steve Rescoe's previous
levels; Liquid Despair, Drakopf and Museum were
all good fun levels improving dramatically with
each release, but they lacked that special feeling
and professional design. Fortunately it was
pulled off perfectly here! You start off in
a forest, move on into a very believable village/town
before finding your way to the fortress. The
design and architecture, although fairly plain,
was sufficient enough to give the Village of
Dread an awesome atmosphere - something very
unique. Gameplay was good, never a boring moment
and nicely balanced. Players of recent times
may run through it pretty quick, but that doesn't
stop it from being a blast.Perhaps the best
level of 1996!
This first of several awesome
levels by Matt Sefton, each of them deserves
an award! This one is not quite his best, but
at the time was one of the best levels so far.
The EvilWorld is a short level with three main
areas, the big room you start in, the pyramid
and room with lava and ramps. All three are
brilliant designs and provide a great challenge.
Not alot released this month,
but Drakopf is a classic level and is still
enjoyed today. It's 2 maps, the first being
a small canyon on the way to a castle, the second
being the castle Drakopf itself. The first map
is quite small with only 14 monsters, but makes
a very good introduction to the main map. It
really adds to the atmosphere. The second map,
though, is where the fun really begins. There
are several well defined areas; the Castle Courtyard,
the Main Chamber (housing one of the two impressive
Dragon heads), the sewers beneath, the upstairs,
and finally, the lava-filled final chamber.
It's a good challenge too with the usual assortment
of medieval monsters.
This is the earliest level
I have, apart from Roger Staines' Hellbase and
Jim Lowell's House of Desolution. And although
Hellbase was quite a fun level, Crucible beat
it hands down. House of Desolution was nowhere
near as impressive as either of them.
The Crucible is quite a small level, but design
was good and it was very fun. There were alot
of health packs, so it shouldn't be too much
of a challenge. It's more of a run-in-with-guns-
blasting level - I love those!