With what passes
for summer in the UK (we just had a sunny weekend...),
a young man's thoughts turn inevitably to love,
Quake and fragging. Kona's latest deathmatch
offering for Quake2 satisfies two out of these
three, and that ain't bad at all. In fact, in
this case, it's rather good.
Worlds Between The Margin is a very tight level
indeed. It's built around a single, tall atrium
with several passageways and staircases wrapped
around it, winding upwards. At the very top
a sturdy bridge spans the gulf, linking the
two final routes to the summit. This is the
perfect place to sit and rest, dangle your legs
over the side, and maybe lob a grenade or five
into any one of a number of tempting holes.
At many points during your dash to the top,
the passageways open back out on to the main
chamber, often with assorted ledges and platforms
jutting out over the drop. These can be used
to shortcut some of the corridors, and it's
easy to jump across the whole atrium in places
- especially with height on your side. It gets
truly insane with the addition of four teleporters
(two 2-way systems).
"Faster movement
than a nun's first curry," as they say.
In fact, the amount
of connectivity that is provided for a level
of this size sometimes makes it feel like you're
playing the Lithium mod. On speed. Some will
see this as a negative point, as it reduces
those clever, tactical route considerations
you can usually employ to gain an advantage
over your opponent. On the other hand, the sheer
speed at which you can tear round the level
is great fun if you're in the mood for it.
The hard-hitters for this level are the railgun
(as always), rocket launcher and super-shotgun.
Supporting fire comes in the multi-barreled,
ammo-guzzling form of my beloved chaingun, and
the bouncetastic grenade launcher. The RG sits
at the very top of the level. It's on one side
of the bridge, whilst a YA lies on the other
side; fine prizes to reward your dangerous ascent.
The Mega-Health is found tucked away in an alcove
at ground level ... but watch out for those
pineapples.
From an architecture point-of-view, this is
classic Kona stuff. There's a fresh look provided
through good use of Lunaran's lovely Q3A LunDoom
texture set - plenty of shiny metal which suits
the soft blue and yellow lighting very well.
Excellent visuals and atmosphere here.
Just a couple of niggles, though. The first
is a HoM error which, if you're standing in
the right position, allows you to see through
a wall right across the map. If you've got the
railgun too, it's a terrific but unfair ambush
opportunity as you wait for your opponent to
stick their head round the far wall. Secondly,
some of the hallways are very cramped indeed,
so you tend to bounce off bits of architecture
as you rattle along on your merry way. Fortunately,
these points don't really detract too much from
what is otherwise a solid DM level.
Another high speed, don't-dare-blink fragfest
from Kona. At this rate, he'll owe me a new
mouse and keyboard.