Like the other
Mel Soaring levels the plot for this one is
pretty irreverent and more than a little odd.
You play the eponymous Mel Soaring, a soldier
in the Quake 2 campaign, who decides to take
on the Strogg leader because he's bored. As
you do.
Once into the
level you get the usual objectives to make your
way through the Strogg defences, butchering
anyone who gets in your way, until you find
the leader. It's fairly typical stuff, but no
less effective because of it. Just don't expect
something stunningly original and you'll be
fine.
6/10
Playability
As with most
Quake 2 levels in this day and age, the framerate
is pretty much perfect throughout.
10/10
Structure
The design of
the level incorporates both tight, cramped,
corridors and jagged canyon areas. While the
outside bits are uniformly pretty well designed
and good looking, the insides (which make up
most of the level) are a bit of a mixed bag.
Several areas, such as the start, are nicely
detailed and have plenty of interesting things
to look at. However an equal amount of areas
are bland, plain cubes with a couple of things
stuck on the walls in an attempt to spice them
up.
Basically the
visuals aren't bad by any means, but they're
just not stunning. Fair enough I suppose, this
is quite an old level and the author's next
Quake 2 level (Mel Soaring 3) is great to look
at. If you wanted to you could look at this
as an indication of how the author's style has
progressed over time. Alternatively you could
look at it as a Quake 2 level stuffed to the
brim with angry bad guys. Whatever.
7/10
Textures
Although there
are no new textures in the level, what has been
used has been quite well chosen and neatly aligned.
Personally though I thought that some areas
had perhaps a couple of textures too many leading
to a slightly messy look. Anyway, as I say the
texturing is fine and doesn't detract from the
atmosphere at all. One nice thing to note is
that the author has used several of the Palace
textures in the level, which is a welcome change
from the endless generic base levels. Lovely.
8/10
Lighting
The lighting
is polished throughout the level and really
helps to bring the environment to life. There's
a good selection of light and dark areas, plenty
of colour has been splashed around, and some
areas feature subtly flickering lights which
is cool.
9/10
Monsters
For the majority
of the level the monsters are well placed to
put up a good fight without resorting to cheesy
tricks. Another groovy thing is that pretty
much any time you do anything important several
monsters will spawn in areas that you've already
cleared. This really makes you paranoid and
keeps you on your toes which is a good thing.
On a couple of occasions I came charging round
a corner and blundered straight into a Gladiator.
A quick change of the underpants later and I
could kick their behind, but the constant wariness
is great.
The only downside
to the monsters is the end fight where monsters
clearly spawn in front of you as you kill their
team mates. If done properly this could have
looked like some cool teleporter effect, but
as is it just looks silly.
8/10
Weapons
Spread over the
level are both of the shotguns and machine guns,
some grenades and a rocket launcher. I would
have said that the balance of weapons was pretty
much spot on, as adding any of the more powerful
guns would have been overkill on a level of
this size. No complaints here.
8/10
Items
In addition to
a plentiful supply of armour, health and ammo,
spread across the level are several secrets,
each of which is handily labelled. Personally
I always like it when a level has secrets that
tell you which one they are as it gives you
a clue when you've missed one. Of course this
invariably means that I spend the next five
minutes scampering around like a chimp searching
for the damn secret, but what the hell, it keeps
me off the streets.
9/10
Sound/Music
Suitable music
plays throughout the level which works nicely,
but I found ambient sounds were a little lacking.
Possibly this was down to me not being able
to hear them over the constant screams and gunfire.
Also the Quake 2 sounds got in the way as well!
Tiddy boom tish! Thank you ladies and gentlemen.
Yes, I am available for parties and social events,
very reasonable rates. Ahem.
7/10
Originality
If you were to
list everything that should be in a typical
Quake 2 level then the results would look pretty
much like this one. So while it features a fair
amount to do and some nice combat, originality
isn't its strong point.
5/10
Realism
Errrr, nope.
Next question? Seriously though this level actually
feels even more like a computer game than most
do. It's probably the kooky plot and obviously
linear puzzles, coupled with plentiful (and
sometimes obvious) secrets that do it. Probably.
N/A
Difficulty
Fortunately the
level features easy, normal and hard difficulty
levels. I say fortunately because on medium
difficulty this level can be an absolute swine
to complete. I often found myself fighting a
Gladiator in a cramped, cluttered corridor,
or taking on several Gunners and becoming snagged
on a sticky out bit of scenery. I wouldn't say
it was particularly unfair, just be prepared
to make frequent use of the quick save key.
And Valium.
N/A
Length
Around an hour
or so I'd say. As mentioned above the level
could take a lot longer if you're not such a
hot player.
N/A
Pros
Lots of bang
bang shooty action crammed into the level.
Some bits of it look pretty cool in that classic
Quake 2 sort of a way.
N/A
Cons
Can be difficult
to move around due to cramped and cluttered
design.
Not startlingly original.
N/A
Overall
This is a fairly
old skool level and it really does feels it
as you play. It doesn't offer anything startlingly
new or surprising, but there's plenty of full
on combat here if that's what tickles your fancy.
Oo-er, etc. If you're pining for some traditional
Quake action then you won't be disappointed
with this level. If however you only play the
very best of levels then you'll probably want
to stay clear.