Ground Zero is Daz's latest
SP level, and shows him diversifying themes:
Classic metal in Death's Cold Touch, Dark Arabian
in Arabian Nights, and now IKBase.
You begin in the outskirts of a military base,
which is in the middle of being invaded by Quake's
forces. At first, you'll only encounter hostile
grunts, rottweilers, and enforcers, but as you
progress throughout the base, you'll meet up
with some deadlier foes. Ammo was never a concern
for me, but sparse health kept me on edge throughout
the map - particularly in several areas. Progression
is linear, but makes good use of 3d areas -
you will often revisit old areas from new angles,
generally catwalks or walkways of some sort
above the old areas. I found that the architecture
was much more refined than in Daz's previous
Arabian Nights, with quite a bit of attention
to detail. Texturing was a bit odd in some places,
with small textures covering large surfaces,
making some walls or ceilings look quite repetitive.
Overall, though, the map looks good, with several
notable places, mainly the later outdoor areas,
which look great.
The map can sometimes feel
a bit empty, for instance if you go to the bottom
floor of one of the later outdoor areas, there
is nothing there (unless there is a secret that
I missed). In other places, revisiting old areas
with no new monsters feels empty. However, this
is not nessecarily a bad thing, as the map is
set during an invasion, not an occupation, and
therefore you would not expect to find monsters
jam packed into every corner of the map. The
end of the map was particulary 'too quiet,'
meaning any seasoned Quake player would be nervously
anticipating a storm anytime during this lull.
Luckily I was not forced to fight every single
bad guy at the end, if I was I would have had
to just run into the exit, because I only had
one health.
There are several very well
done places in this map which I want to recognize:
The outdoor area with two slipgates. Looks great.
Second is the dark hallway near the end, with
grunts. It was a very tense battle, with muzzle
flashes illuminating where the enemy was (I
was playing in software mode). Finally the last
section as I mentioned was 'far too quiet.'
All in all, besides a few rough edges with texturing,
there is little to complain about in this map.
Review
by Tronyn
Tronyn's Score:
78
Ground Zero is another completely
different style to Daz's first two SP maps,
although not uncommon throughout custom maps
- ikbase. Daz has used alot of combinations
here, with no two rooms looking the same. The
build quality is good, with enough details.
There were a few times where the texture combinations
looked a bit strange against the dark lighting
and night sky, but others sections such as at
the start in the large street looked fantastic
with many nice angles.
It was your typical Quake gameplay
here, no problems with ammo or difficulty. There
weren't many surprises or sneak attacks, just
your usual kill everything that moves. The only
let down with gameplay was at the end. It starts
out with you going through a teleport, landing
on a RL and having no choice but to either lose
health as you sprint back away from the attack
of monsters and more than likely taking some
damage as you struggle to change weapons, or
fire and lose about 75 health. But this could
be considered the end battle, as after several
more grunts which you can elimate with your
new RL, there are two Shamblers which you don't
need to fight. No big end battle here, but it
was a bit of a unique twist.