Here was have a four map episode, brought
to you by probably the most prolific quake mapper
of 2001. This episode uses the Nehahra entities,
and utilizes them well, maybe too well as this
leads to very hard confrontations. The levels
themselves are done in strange texture combinations,
you’ve most likely seen every texture
used here, but not in this fashion. The first
three levels are very large, with a final arena
map. Since this is an episode, I’ll do
separate reviews for each map. Also included
is a very original story, placing you in a new
world ruled by a young Shub-Niggurath.
Underground Rising: 111 monsters 1
secret
The first map, a very good looking map, also
is the hardest map in the pack, the very hard
base enemy being prolific. This map’s
theme is difficult to place, as it’s different,
but works in a strange sort of way. You start
out in a very good looking homage to Zerstörer
, dark caverns will blood pools abound. Then
you emerge the main theme of the level, brown
brick mixed with gray and green stone, it doesn’t
sound that strange, you just have to see it
for yourself. The caverns are the visual highlight
of the level, they look great, but everything
else looks good as well, using angular architecture
and trim detail. Layout is pretty good, it’s
really interconnected, as are all of Kona’s
maps, but this is a very large map, and I got
lost several times. Another things that lends
itself to this, is that hallways are semi-obscured,
so you’ll walk by it and not even know.
Game play, as mentioned before, is extremely
hard. It starts out great, with knights and
ogres, but when the base enemy shows up it starts
to get tedious, as quick saving is a must.
Searing Flesh: 100 monsters 2 secrets
The second map shows an increase in overall
quality. It has a more familiar theme, using
standard id bronze textures with some Zerstörer
metal thrown in. This level looks very nice,
with the yellow light grates being used very
prominently and great skyline structures. As
usual, layout is excellent, better than this
map’s predecessor. This map is hard to
get lost on, everything is fairly distinct,
even though it is a large map, although not
as large as the previous one. Game play is a
large leap in fun, this map is hard, but doing
away with the nehahra grunts and using mostly
medieval monsters. Most of the fighting is done
against knights, ogres and scrags, which is
much more enjoyable than base enemy. Ammo and
health are placed with care, you should not
have a problem with either.
Beyond Arcane: 96 monsters 1 secret
The third map is almost as good as the second,
but not quite. Using a more of a traditional
metal style, with id metal and modified id metal,
and blood used a lot, this map looks good. The
highlights are a river of blood flowing from
a slope and a very nice outdoor area at the
end. Also included in this level are some very
strange angles, they look very unique, I like
them. Layout is pretty much the same positives
I’ve spewed forth about every level so
far, very good, but with more backtracking than
the other two, which is kept interesting with
teleporting monsters. Game play starts out good,
with knights and ogres, but slips a little when
the nehahra base enemy make a reappearance,
once again making things too hard. It straightens
itself out eventually, so it’s okay. Item
placement is good as always, and this map has
the best climax yet, an outdoor area with many
monsters and teleporting monsters, very fun.
Everlasting: 43 monsters 0 secrets
The final map, a small temple set into stone.
I think that this is the best looking map here,
even though it’s small, the temple is
one of the coolest structures I’ve seen
in quake, being curvy, blue stone and wood,
somewhat reminded me of the Sydney Symphony
Hall. And game play is very hectic, to enter
the temple, you have to fight wave after wave
of different enemies, which is tough but fun.
After that you enter the temple and fight an
even crazier fight. By this time you have all
the heavy weaponry, so it’s great fun.
Then you meet a very rarely seen foe, then it’s
over, with an exit text.
I highly recommend this, as I think that this
is Kona’s best work to date, by adding
layout variances, and unique architecture.