1999 was a
very mixed year - a combination of great Quake
and Quake2 custom maps. Quake's loyal fans returned
to the classic game and while 1998 was lacking,
some great levels came out in 1999 like Moonlight
Assault, The Occursed and mappers like CZG and
Damaul providing the Level Of The Year in Bestial
Devastation. Quake2 meanwhile slowed down in
1999 but Premonition Of Angron, The Dark Undergrowth
and Castle of Stroggos 3 were all classics and
among Quake2's the best ever.
Made by Christian "CZG"
Grawert (Numb Nimbus) and polished up by Robert
"Fat Controller" Cruickshank (The
Frater Fracas, Swamp) it was obvious this level
was going to be a treat. With over 100 enemies
and some very nice level design, I wasn't disappointed.
The theme was my favourite for Quake - medieval,
both inside and outside. The architecture was
excellent, and with it flowing into the cliffs
and swamp, created a brilliant atmosphere.
The gameplay was also great. At times stacks
of Knights or Scrag would come hunt you down.
I found it to be very fun, with plenty of ammo
and health (probably too much with the healing
pool). A VERY good Quake level, one worth keeping
on the hard-drive.
November was almost over, and
the best release I'd played all month was Mr
White's The Xeno Project 2. One of the best
releases for Half-Life to date, I wasn't expecting
anything to top that - so I made it the early
LOTM. But then right at the end of the month
came COS3! There's not much to say about it
- it is almost perfect! Awesome architecture
and design with great attention to detail. Layout,
missions, special effects were all great. The
only thing that let it down a bit was the gameplay.
Otherwise one of the best releases for Quake2.
Numb Nimbus is one of the best
levels released for Quake. It only needs ID's
brick textures to do it, as CZG has built a
huge castle full of nearly 100 enemies. The
difference, however, is that this castle is
built above dark chasms where you to your doom.
Ledges make up much of the level as they go
overtop of each other making it all quite vertical.
The layout is excellent, despite being fairly
linear, by the end of the level you can travel
back through areas a number ways to get to your
next destination. The challenge was great, although
ammo was in tight supply.
Between Two Worlds was one
great and long adventure, where you have to
find your way to the Gman so that you can become
Queen of Xen, and try to stop the humans from
ruining the plan along the way. The gameplay
was excellent, as were the special effects.
There was this one part where suddenly you are
switched to looking down on your self and, a
bit like Pacman, you have to find your way through
a small maze. There were good visuals throughout
the level, although architecture was usually
plain, it had it's moments. Overall one of the
best level sets so far even without great eye
candy.
This self-titled level is probably
the best single-level for Quake2 ever. It's
not just your typical level that hosts a nice
style and theme. This level has it all mixed
together, canyons, base, sewers and even ice!
What is most impressive is the layout. It all
comes together very well, and although it is
fairly linear in that you know where you're
supposed to be going, after a while you can
trek through previous areas to reach your destination.
But, not to be forgotten, is the gameplay, which
has over 200 monsters that are a huge challenge.
Tim Elek's one and only Q2
level, and it was a real success. Each of the
level get better as you go, and by the end of
it your fighting in a huge canyon. The visuals
are very impressive at times, Tim has used a
good combination of textures. There is alot
of variety too, though it could be argued that's
it's a little too inconsistent. Gameplay is
good, not a real huge challenge though. I found
2 quads and aided with 2 health powerups and
plenty of health it wasn't much trouble at all.
Hopefully in future Tim will do a sequel to
Retaliatory Strike.
A fantastic and huge level
from DaMaul, his second in the Q1SP field after
the well recieved Suicide Nation. One of my
favourite styles is used, industrial, something
which is not often used in our native Quake.
Bestial Devastation features consistently superb
architecture even in places where it's not needed.
Large structures and metal trim outline an excellently
looking level. The layout is great for such
a large level, often returning to areas at higher
grounds. The gameplay is good, with the mega-enforcer
from Zerstorer appearing here and also some
razor-blade Ogre's. It's not too difficult due
to alot of health, and apart from a shortage
at the start, there is plenty of ammo. With
over 100 enemies, Bestial Devastation is alot
of fun, and a classic Quake level. Zerstorer
required, or download Dml6prog.
This level starts out quite
badly, with you being very low on ammo. But
eventually it gets better, and so does everything
else. It's typical Quake2 style, as you start
out in the canyons, you enter a base with is
full of waste and slime. One small detail that
makes it better is the bright blue sky, not
so common in most base maps due to all nine
of the Q2 skies being sunsets (and one space).
Gameplay is tough, with a very satisfying ending
as you take on Makron. A decent level once you
get into it.
This was a very different looking
level, much more atmospheric than the average
Q2 base style. It takes place underground with
the walls mixing in with caves and terrain.
What makes it stand out even more is the great
angles. Definetely one of the best looking levels
for Quake2, although not helped by some rough
and often misaligned texturing. You battle through
3 levels where you can often choose from a number
of paths and take different routes.
Despite being a first single
player effort for DaMaul, Suicide Nation is
an instant classic. His deathmatch mapping experience
has definitely helped in this level, which has
a nicely textured layout with some of the best
architecture to be seen in Quake so far! And
to back that up is some very fun gameplay, although
it didn't seem to support difficulty levels
(it was almost not hard enough for me :P ) there
were many combat situations such as the many
great surprise attacks.
Despite being a first single
player effort for DaMaul, Suicide Nation is
an instant classic. His deathmatch mapping experience
has definitely helped in this level, which has
a nicely textured layout with some of the best
architecture to be seen in Quake so far! And
to back that up is some very fun gameplay, although
it didn't seem to support difficulty levels
(it was almost not hard enough for me :P ) there
were many combat situations such as the many
great surprise attacks.
Premonition Of Angron is right
on the target - spanning four great levels which
will keep you busy for a long time. The design
and architecture is perfect, and with a very
non-linear layout it was a very professional
set of levels. The gameplay was awesome too,
although most of the big guns you won't get
if you aren't the type who hunt around for secrets.
These levels were very fun and even better was
the superb design, which make Premonition Of
Angron perhaps the best set of levels released
for Quake2.