[Kona] is one of my favorite mappers, partially
because of the number of maps he produced during
his time in the Quake scene, but mostly from
the quality of his many maps. This singleplayer
experience, “Ultramarine” is no
exception. Ultramarine derives its name from
its use of customized (ie. blue-ized) stone
textures from Quake 3. The textures work well
here and the shade of blue gives the map a relatively
unique look. The map is a castle divided into
a series of open-air courtyards with action
taking place on the ground or on the areas overlooking
them. This design motif is made interesting
by the complex, twisting architecture and uneven
ground.
The map follows the standard “get the
silver key, get the gold key, find the exit
and fight a massive end battle to get the exit
to open” progression. Behind every door
is another room full of enemies out for your
blood. Ultramarine, however, contains several
types of nonstandard monsters that really help
spice up combat. There are Ogres who fire nailguns
at you from a distance, a pinstripped Knight
that takes more damage than usual before going
down, swift-moving Axemen, and Nehara barons.
This map was my first experience with the Nehara
baron and they rock. Basically a large, swift
death knight that takes alot of damage, fires
several types of projectiles, has a huge sword
for melee combat and is capable of leaping large
distances, these brutes are tough but used appropriately
for a fresh challenge. Quake purists need not
worry. Much of the standard quake menagerie
make an appearance including the Vore, regular
Ogres, Death Knights and our beloved zappy friend,
the Shambler.
With 110 enemies on normal, the challenge is
strong but not overwhelming. While you are ambushed
several times you almost always (the exception
being the end fight) have the ability to backtrack
to a previously cleared-out part of the map
and methodically take out your foes. Ammo and
Health placement is fair, although you are given
too many grenades near the end of the map. Every
weapon makes an appearance except the lightning
gun and there are no vital secrets to find.
My only knock against the map is the standard,
formulaic progression, but the new monsters
and nice architecture make for a great map.