It
was only a year and half after Quake was released
that ID Software unleashed the dramatically
different Quake2 on the gaming world. Most mappers
left Quake for the superior-engined Quake2.
So after 1997 being Quake's prime year for great
releases, 1998 was Quake2's. Level Of The Year
was a tight contest between The Powersphere
Quest for Q2, and a surprising little gem in
January for Q1 - Tale Of Abbots Rune. But levels
like The Widening Gyre, Angron Installation
and a stack of level packs like Age of Panic,
1964, On Sacred Ground and The Production Complex
made 1998 a fantastic year for those who loved
the Quake2 base theme.
Ever heard of TEF for Quake?
Tore has made a lot of good Quake levels, although
not greatly well known. It was sort of the same
with this level pack - I hadn't heard much about
it, but I was expecting something good. I was
not disappointed!
This two-level pack reminded my alot of ID's
levels, it's a very nicely designed base where
you typically have to shut it down. Much of
it was outside (I get sick of all the 'inside-the-base'
levels) and there were a couple of very large
areas too. Nevertheless, the two levels were
only medium sized, with a brilliant layout that
was quite non-linear. The good gameplay topped
it off to make a very fun unit.
Carson's debut level, What
The End Is For, was an awesome and mammoth set
with superb architecture. The Widening Gyre,
is even better! This level is HUGE, with many
beautiful areas that are coloured to perfection.
Everything looks very clean and professional,
while nicely detailed at the same time. This
is one of the best looking levels for Quake2,
and fortunately, the gameplay makes it even
better. There is a huge challenge with over
100 monsters and just enough ammunition. This
level is a classic, I've already played it many
times!
This is the type of level you
would expect to be in the game. It is overflowing
with professionality and attractive design.
The typical base style is used and construction
is well done. But the focus is the gameplay.
Some might find it too hard, as it is very tricky
and Michael uses an interesting method of spawning
in more monsters in the exact position as the
last one died. Doubling their health may have
been more realistic.
Not quite as good as Age of
Panic, due to a large lack of ammo and because
it is far too dark. Otherwise 1964 is a very
good unit that will take a long time to complete
as you battle through a variety of levels from
sewers, ikbase, canyons and even an underwater
level. Some very nice architecture as you would
expect, and even some puzzles that were not
too hard.
On Sacred Ground is a three-level
set that was very fun. I played through it three
times already, fighting almost all of the Strogg
which were a good challenge. The design was
extremely well done, a top notch base that was
very large with lava, outdoors and sewers. The
temple-style textures seemed to blend nicely
with the sunset. The end is quite hard and a
little repetitive but otherwise this is a must
get level pack.
Roger Staines had it easy this
time, picking up his second LOTM award only
because there were no other levels released
this month! This is the sequel to his excellent
Quake level Ghost Town. Although I like the
original a little better, this is alot of fun
and features some nice design in places too.
It is quite unique with a cowboy theme, which
was pulled off quite well.
The Production Complex and
Chemical Plant were both quite similar - a couple
of huge industrial type level sets, but TPC
wins the prize because it has more levels! A
great set of action packed levels which I spent
many hours on (I played it three times!). Some
great design and layout, although it isn't too
unique it's a great industrial pack with a superb
end fight!
The Production Complex and
Chemical Plant were both quite similar - a couple
of huge industrial type level sets, but TPC
wins the prize because it has more levels! A
great set of action packed levels which I spent
many hours on (I played it three times!). Some
great design and layout, although it isn't too
unique it's a great industrial pack with a superb
end fight!
Q2 custom maps dominated 1998,
and even just in April there were a number of
absolute gems released (Angron Installation,
Saturation Point, What The End Is For and then
Age of Panic). But version2 of The Powersphere
Quest was a masterpiece. Despite having played
about 150 Q2 levels prior to this one, I was
totally blown away and had not seen anything
like this before! The gameplay was fantastic,
with Cedar taking a new approach and filling
the levels with the toughest monsters. Tank
Commanders and the mini's bosses were your main
enemies! Not only was the gameplay awesome,
but level design is as impressive and professional
as they come, with large solid architecture
and huge underground caverns. Commercial quality
design, although no new textures were used so
it's not totally revolutionary level design.
The only problem is ammo - there is very little
of it. Being designed for coop play, it's hard
fantastic gameplay, but oddly very little ammo
is provided. Some may not like the tough monsters
and being very careful with ammo, but this is
probably my personal favourite Quake2 level,
amazing considering it's a debut release and
Q2 was only recently released.
The first Quake2 level to make
Level Of The Month. With Quake2 being released,
the Quake releases started to slow down while
everyone turned their hand to its sequel. While
The Azure Mine isn't much compared to the recent
top Quake releases, it's just the start of better
things, and better than many of ID's Q2 levels.
The Mines just beat Arkanian and Versicolored
Vermination by Roger Staines. You need to travel
into a base and destroy a bunch of dangerous
blue crystals. A very good atmosphere and excellent
gameplay, no wonder James Parkman has gone to
make levels for Legend Entertainment on their
upcoming game The Wheel of Time!
Rubicon is one of the best
levels made for Quake, and probably equal with
Iikka's Secret Installation as best base level.
Dressed with his own 'industrial and corroded'
textures, which looks awesome. But that is not
all! You also get a secret level... Eagle, which
unfortunately isn't very good compared to Rubicon,
but it only took 5 days to make. It is designed
to be like some of those 'classic games' which
you used to play at the arcade. In that aspect,
John has pulled it off extremely well.
I first loaded this quite unknown
level pack up when it was first released, and
unfortunately it crashed after the small and
average first level. Two years later I tried
again, and what a stunner! It has its own unique
style, with huge blue pillars against dark and
well lit blood-stained rooms. Make sure you
play it in the dark. But even better than the
level design, was the combat. Many times you
will be walking into a dark room, then suddenly
the lights come on and a bunch of Ogres spawn
around you. There are many surprise attacks,
and with plenty of ammunition you will need
to be quick to kill. Over 200 enemies in total,
which made this pack very challenging. It has
to be one of the best releases for Quake yet!