A large, convoluted level that puts a different
twist on a medieval theme by mixing copious
amounts of blue textures with the normal brown/white
style. It comes with a backing story that follows
on from Quake itself. The map consists of many
open and fairly complex courtyards, and brief
connecting corridors. The layout sprawls over
two tiers, and is heavily interconnected, which
is only revealed when doors open to previous
areas as you progress. The architecture is fairly
good, but mostly rather arbitrary - there's
plenty of angles everywhere, and good solid
designs, but it has a random feel with few structures
standing out. Perhaps the haphazard nature is
intentional, but it doesn't give a good sense
of place. However, there are some impressive
collonades and archways, particularly later
in the map, and the build quality is all good.
More set-pieces or focused designs would have
improved the looks.
Textures are also fairly good, providing a
consistent theme, with well used blue trim later
on, though the blue/brown mixture might be a
matter of taste. One of the rarely used rock
textures is particularly nice. Lighting is fairly
dark and gloomy, and sometimes unsourced. Despite
the connectivity, there isn't much exploration,
and 2 secrets (number obscured by the map name),
the one I found was neat and useful. Gameplay
is tough, relentless, and sometimes longwinded
due to the amount of medium-tough monsters.
Custom monsters are prominent, including Axemen,
"Mordrigor" Deathknights (see Mexx8
- LOTW review), Snakemen, Centroids, and modified
nailgun Ogres. You better like nails as there's
an awful lot thrown at you from those last three
monsters - the Ogres also jump wildly which
provides a good, new, tactical challenge, and
the Axemen are as frantic as usual.
Monster placement, combined with the lighting,
makes it hard to avoid damage from the nail
monsters, so a lot of care should be taken.
Weapons and ammo are liberally supplied, but
health is very limited, especially in the early-middle
parts of the map, which is likely to require
a lot of quicksaving for many players. More
health here was needed and would have given
more enjoyable gameplay all round. Later on
supplies improve, as does the balance, including
a very fitting ending, with an escalating series
of heavy monsters and several fun ambushes.
Skill settings are slightly effective. The challenging
gameplay means it's a map that's best to play
slowly and methodically.