2000
saw some bursts of Half-Life excellence, but
the custom mapping scene basically destroyed
itself by 2001. Everyone expected huge 30 bsp
releases, and not many were willing to put in
the big effort. Most that did produced uninspiring,
plain levels and put more attention into gimmicks.
Even They Hunger 3 was no match for its predecessors.
Therefore no Half-Life release reached LOTM
in 2001. For Quake2 only Mark Shan and myself
were really keeping the scene alive. Instead
it was Quake where all the quality was being
released. Insomnia, Tides Of War, OUM and Rapture
were all high quality classic Quake episodes.
Insomnia was on top for Level Of The Year.
As the map releases dwindled
down for Quake, Quake2 and Half-Life, only a
few releases in December followed a completely
stale November. But this unique gem was suitably
themed for a winter christmas, with custom medieval
snow textures and monster snow skins. A village
that packs a punch with good, satisfying gameplay
and the typical twisting [Kona] layout. Brumal
Quest is a nice map to finish the year.
Mark Shan is certainly the
most productive mapper left in the small single
player Quake2 community. This is his fourth
large episode of levels, and they carry on the
theme from all his previous releases. That is
by the enormity of the areas in each level,
and the amount of enemies. Mark Shaun launches
mass carnage against the player with hundreds
of monsters throughout the levels. 1492 is a
great episode with some spectacular designs
and a great mix of textures. The gameplay is
typical Mark Shan style at its best, with a
great challenge but can be too hard at times.
Rapture is the collaborative
effort from myself and Tronyn, featuring four
main levels and a few small levels. The theme
redefines medieval with the unique hand of Daikatana's
texture set and some Hexen2. Some impressive
design and a consistent theme. Gameplay is even
stronger, with several custom monsters including
four new bosses. You travel through the four
gloomy regions controlled by the elemental leaders
of water, fire, earth and wind. One of the great
episodes for Quake.
Also worthy of mention is my
4-map Nehahra pack Permutations of the Rotten,
which might not provide the masses of detail
and eye candy of this release, but is certainly
an exciting pack that will keep you occupied
for quite some time. Penile Devastation is the
debut map from RPG, which has been in the making
for nine months. And it shows it the design,
an ID metal style crammed with fine details.
For a small level, 3500 is an amazing amount
of brushes, as is 1100 entities. The gameplay
is good - tough and with a great ending battle.
A really fantastic looking level that is quite
challenging with some good fight setups. It
only did not last long enough.
OUM is a Quake partial conversion
that was started by Rob Cruickshank a couple
years ago. It has seen a number of mappers come
and go (lost track of how many) but through
thick and thin Fatty, Tronyn, Apollo and Tyrann
came through to deliver a fantastic Q1SP addon
for 2001. A set of five maps with the common
theme of IKbase (except Fatty's extra Oblivion
base map). The carry on the story well as your
base is taken over and you have to take it back.
Great new and modified monsters with new skins,
and a mostly well balanced game to the end,
if you excuse the mild final map. Along with
professional design, good architecture, and
the a consistent base style, OUM is an excellent
addon to Quake.
This month produced two very
good maps, both short but good. The other was
Vigil's Se Wsi Testamentti, but I decided to
go it to Xenon's Perception as it is a little
more original. The map is set in a Egyptian
temple, with a few new textures but mostly using
the beige Rogue set. Xenon has made the theme
well done with interesting architecture combined
with rockery, water and a bright yellow sky.
All in all, definately a great first map and
a very enjoyable map in its own right. Perception
is not trying to do anything revolutionary,
just be a good Q1SP, and it certainly succeeds
at that.
Only two maps were released
in May, both for Quake and oddly both strictly
blue maps. The other was The Lieutenant's Exodus,
but I think on at least length of play, Grisly
Manifest is the recommended level. A huge level
with a very interconnective layout. While the
looks and details are good, the strong point
of this map is the gameplay. In company with
several new monsters, Grisly Manifest is one
very challenging level right to it's tough ending.
A great pack of two main maps
from an experience map author. It carries on
the theme seen in Tef Double Pack IV but with
more professional design and very tough gameplay.
Level design was great. You're usual Q2 base
but with some Ikbase textures thrown in aswell.
I preferred the IK sections best, despite this
texture set being used heavily already by the
community, it's still great and refreshing.
Great details are done by Tef, with a number
of textures and styles but which all come together
and manage to keep a consistent theme going.
Gameplay was good with some good surprises,
despite a few setups that were too hard and
an odd flow of weapons.
Colony is by another new Q1SP
mapper, and is quite a first map. The technical
quality is unscratchable besides having several
new effects and monsters. The theme is dark
base, very Quake2. The outdoor areas were the
highlight of the map, low gravity green-lunar
areas which were well-built. The insides were
packed with details and all was well lit. Gameplay
is very tough with a set of new tougher Grunts
and Enforcers that can use different weapons
and have improved AI. A huge, tough and unique
debut level.
Mr Elek has released an outstanding
addon for Nehahra, full of Nehahra goodness
that continues that theme well. Four great levels
with some interesting and unique design using
custom textures. Only the base level didn't
really fit in with the rest of it, but by itself
is still a great map. After that the battlegrounds
take you to a unique level with thin beam structures
and huts built on mountains above the void,
and then onto a Hexen2 textured castle. Gameplay
was excellent, just as Nehahra was, but probably
a little bit easier which will be good for those
that found the original game to be too hard.
Unfortunately No Tsemoch!
After a couple of good single-map
Q1SP releases and then a set of great maps he
made for Nehahra, CZG puts out a legendary pack
of three levels (and a start map) that is really
at the top of the line for Quake releases. The
size of each levels is amazing, with fantastic
architecture and layouts. Each level has it's
own unique theme, using textures from Quake2
for base and Quake3 for gothic/medieval, CZG
has redefined the themes with great execution.
Gameplay is spot on with hordes of monsters
similar to Doom. A challenging and enjoyable
pack all the way to the end, this is one of
the best.