A feature-filled mini-episode in an original
style, Necrobrood is almost as fun to play as
it is to look at. All the "humanoid"
monsters are reskinned, with the grunt, enforcer,
and knight looking great while the larger monsters
are just strange. There's lots of new QC, all
of it good, including jumping monsters, rocket
enforcers, shamblers with a great secondary attack,
and more. The nail ogres in particular are a painful
experience, since they move very fast and seem
intent on jumping just to confuse the opponent.
The only outright bug is that teleporting monsters
remain insensible for a little under a second
after arriving. This is annoying and can cause
untimely deaths if you're standing on the teleport
destination.
Escaping Bastille
starts you off in prison on Quake's world, a
world which happens to be very green, colorful,
and full of rivets. The map is dominated by
modified Id metal textures, but bears no resemblance
to the Id metal theme. In fact, it's one of
the most successful original themes I've seen
in a long time. The level of detail, mostly
on a 32x32 or higher scale, is considerable.
Even less-detailed rooms (like the first one)
are still filled with busy texturing. No complaints
about the electric/sky/lava lighting either.
The craftsmanship of the level is also impressive:
besides the abundance of riveted beams all over
the place, there are also many curves and multiple
angles that are unusual, if not unprecedented.
The "machinery" of the prison is a
great touch, though it would have been even
better if some of it actually moved.
Bastille starts off quietly, but all hell breaks
loose once the monsters realize you have. With
mostly small groups of monsters teleporting
in, the unfortunate escapee will soon learn
to fear the one modification I don't like: grunts
that can aim (either that or they have a wider
spray of pellets.) Staying on the move is no
longer a good defense so prepare to take noticeably
more damage than expected. There aren't many
trick situations other than simply facing the
modified monsters, which is challenge enough.
There are a few secrets, hard to find and not
very useful. They could have contained health
rather than unnecessary weapons.
Forsaken ditches
the green scheme in favor of a more rusty runic
atmosphere, using more original E3 textures
(or at least only marginally modified ones.)
There's only slightly less detailing than the
first map, again on a large grid. It's more
outdoors-oriented than Bastille, with numerous
open courtyards and eye-catching building structures
(both screenshots.) The first room and the silver
key area have been over-lit in an attempt to
create ominous shadows - using an alternate
fade distance to get the same effect would have
been better (although the latter is a neat piece
of beamage in its own right. Sunlight is also
inconsistently used, but there's nothing downright
ugly about it. Aside from one out-of-place bloodstained
room, the map is coherent and successful on
par with the first.
Combat is another story since it sometimes
strays from "challenging" territory
into "frustrating." At the beginning
of the map, you need to face several difficult
situations in quick succession before getting
to the health. There are also too many areas
(usually the courtyards) where a closing door
not only blocks off retreat, but usually makes
an attempt at running away result in death.
I can understand this is probably done to force
fighting into the courtyards, which is a good
idea, but there must be more fair ways to do
it. There are two secrets, not quite enough
to offset the above but very helpful.
The Dismal Burning
blends the green and runic themes with worn brick
in two huge arenas. The building designs are really
inspiring and there's also a well-made but really
botched quake symbol. =) Again, no complaints.
The quality of architecture throughout this entire
episode is really well sustained.
Combat-wise, the intensity is turned up considerably
with large ammo/armor caches to complement the
large gangs of monsters teleporting in. The
fighting is frantic but rarely or never becomes
as impossible as the troublesome parts of Forsaken.
As for the finale itself, I'll only say that
it succeeds completely in adding a highly appreciable
new challenge to an old situation.