Special note: I playtested this level shortly
before it was released. I commented on the gameplay
and gave the author ideas. That's it.
Released over 6 months after his previous SPQ
level, Egyptian Myth, Charmhood is a slightly
different SPQ level. Instead of normal SP progression,
Charmhood is based on a deathmatch level. Unfortunately
this is its downfall.
Let us begin with the visual part though. Kona
has used a very different texture set, combining
green and white. Just look at the screenshots
to see what I mean. The architecture is well
constructed and looks very solid. It is definitely
more impressive than Kona's previous works.
The layout consists of one main atrium, a hub
of sorts and 3 adjacent rooms. There are 3 different
levels, with staircases connecting them.
With 63 monsters packed into a very small level,
you'd think you'd be fighting for your life.
The mission here is to collect the 4 runes,
which are located in the adjacent rooms, excluding
one. Packs of monsters are teleported in, once
you've defeated the previous pack or managed
to get a rune. All medieval monsters this time,
too bad the Snakeman isn't included. The combat
is made easier by all the ammo. There's just
so much of it! Health is fairly plentiful too,
I had constantly more than 50 health. Every
weapon is available, no duplicates this time.
The RL (Rocket Launcher) is the weapon of choice
once you acquire it, because of the sheer amount
of rockets. Before that, you'll be using the
SNG (Super Nailgun), which you get right at
the start, even before any monsters teleport
in. Surprisingly, the combat is made easier
because of the layout. You can duck behind the
many pillars and one corridor especially is
a good place to retreat to. From there, you
can launch quick attacks, killing a few monsters
before retreating again. Also, killing Shamblers
and Vores is much easier when you do it from
a ledge above them. No secrets.
The main problem with this level is of course
the layout. The normal SP progression just isn't
present. It’s a shame that Kona didn't
use the textures to create a full SP level.
And because there are so many enemies, slower
computers may have problems near the end.
Overall? Good-looking level, but in the end,
it's just a DM level with monsters. Certainly
I have seen worse efforts, but I suggest you
look at other levels before this one.