Shaun [Kona]
Ross' Nightmare Orchards was actually
designed for Quake but converted to Quake2
so that it could be finished. As a result,
this is a very Quake themed level and
the 'theme' is what it seems Kona has
mastered. A fun map, chock-full of enough
baddies to keep even the most veteran
FPS fan contented. Borrowing heavily on
textures from Rune, Hexen II & Daikatana,
Shaun has created a map that plays like
the best of the original Quake levels,
but has only a few short-comings in Quake
2.
For example, when coming out of one of
the main areas I scaled the cliffs to
find a better sniping-spot and I noticed
an area where another part of the levels
bleeds through the chosen skybox (see
screenshot ->). Aside from simple statistics,
the Q2 F1 help panel offers no updates
or goals which I feel would have only
accentuated this level. Sounds seem rather
low, I tested the map without the soundtrack
CD and it was almost silent in some places
taking from the realism that does, in
fact exist in this map.
Aside from those minor points, Nightmare
Orchards is a great level and one that
should be played by all Quake 2 fans.
The tweaked textures offer a new twist
on the old Strogg mythos and items were
well-placed throughout the level resulting
in quick 'up and down, twist and turn'
type gameplay. r_speeds gave me no problem
and the level plays very smooth with great
flow and one secret area for all you treasure
hunters who absolutely have to explore
every nook and cranny of a game map.
So, here's Baal-Peor's score of 8 of
10 with points only being knocked off
for the above-mentioned issues. A great
map, recommended for all! Comparable to
Quake original levels. (2.53 mb)
[ Reviewed by: Jay ] - [ Date: Friday, 19th
April, 2002 ]
"Oh, Goodie! O Frabjous Day!" The
Resident SPQ2 Fiend claps his furry, grimy paws
together in glee, drool oozing down his recessive
jaw, making unattractive patterns in the fur
of his protruding belly, before dripping to
the floor of his pit... "Another new map
from Kona!" This does not happen often,
and when it does, it is normally a cause for
rejoicing.
And this time is no exception. Kona has produced
another masterpiece for us. Let The Fiend give
away the ending: this one is Superb, unquestionably.
Oh, yes, Disclosure: - Both The Fiend and The
MetsFan playtested this map. As usual, Kona's
map was pretty much done, and The Fiend's comments
were in the nature of polishing the gilded lily,
not anything more. Nonetheless, you Beloved
Visitors deserve to know this little fact as
you read this and decide whether or not you
want to give this a shot. Although if you do
not, you will definitely be missing something...
Let's start where The Fiend normally does,
with the visuals and the environment. The visuals
are impressive as only Kona can do it. The motif
is castle, with a theme similar to what you
would find in Classic Quake, but with Kona's
own distinctive touch - which will not surprise
you if you read the TXT file and see the origin
of the map. The Fiend did not see any visual
flaws, and the whole is very consistent: brooding,
dim without resorting to dark, foreboding, grim,
grimy ... just the sort of place where The Fiend
would feel right at home, as long as there are
plenty of nooks and crannies where he can scurry
off and hide from danger. Lots of slime and
nastiness pooling around. Lots of stuff to see,
and you will get to see it a lot. Pick any place
in the map, and you will likely get to see it
from two, three, four, or more vantage points
and elevations. When you go outside, as you
will with regularity, the typical Kona sky lends
an air of familiarity to the entire ambiance
(a pretty fancy word for The Fiend, no?). Progression
is linear, but this does not matter at all,
because the path through the castle winds around,
in and out, up and down, inside and outside,
doubling back on itself, so you will always
be seeing something new. Fascinating in a grimly
beautiful sort of way.
Not
that you will be spending a lot of time on gazing
about as you stroll through the castle, not
if you want to stay alive, that is. Kona packs
about 135 enemies (Medium Skill) into a single
level, which means you will have your hands
full. No high-tech teleporters here, just excellent
placement of a wide variety of enemies, mostly
the smaller ones up through Tank Commander,
but with a couple of Bosses. Watch out, a Boss
can appear where you might least expect it to
try to toast your behind. Kona puts on a great
show at the end, but does not necessarily save
the appearance of all the Bosses for the finale.
Surprise is the name of the game, another hallmark
of a Kona level, along with maybe brutality
at the end.
Anything not to like? Well, enemies have this
nasty habit of coming at you from behind, from
supposedly cleared areas, while you are trying
to preserve your skin against the nasties in
front of you, without any warning. (Yes, The
Fiend is reaching here.) Oh, and the one secret?
It is not just nasty, it is ... darned near
impossible for someone as uncoordinated and
clutzy as The Fiend, a tease to frustrate.
When all is said and done, The Fiend rates
a map by how much fun it is to play, and how
it dazzles, with eye candy as well as adrenaline
from the combat. This map is indeed Superb.
From this standpoint, it may be Kona's best
so far - with more hopefully to come, many more.
Not only Superb, but even deserving of a medal
- a Gold one. You must give this one a try,
and then hurry to tell Kona how much you liked
it.