Here is one weird and very
good unit. The first map is a start map, not
your conventional start, that puts you in what
I interpret to be a 'dream-void' where you enter
the realm of dreamland. It's mostly organic,
but the skill select itself is in a gray Quake2
base theme. The architecture for the organic
section wasn't nearly as well-tuned as that
in the base part, but overall the map was certainly
interesting.
Now onto the other levels.
The first one, 'Core Decomposed' is a sort of
Quake2-themed level with a bunch of other stuff
thrown in that I don't recognize. The scale
of some things is amazing, as well as the layout,
and there are several really good monster fights
here - I particularly liked the huge ambush
right after the secret Quad (I wonder how it
would have went if I didn't have it!). Another
cool spot was the fleshy area near the first
Vore. The flow was quite well done, sometimes
'Hey, I'm back here!' which was interesting
and really showed off the interconnectivity,
but other times I felt rather stumped in this
map, running around not knowing where to go.
This level displays a technical quality that
has rarely been matched - the only example of
a level this technically good I can think of
right now is The Final Threat - and this attention
to detail and polished feel continues throughout
the unit. Now, though it's technically amazing,
I have to admit that I'm not a big fan of the
theme. I never really liked Quake2 or any of
its themes. But that's just me.
The secong level 'Subjug' carries
the theme of the first one along and pushes
it to the max: There are some huge, amazingly
complex areas that just made me think 'Holy
****!' The layouts are just incredible, the
architecture is again very sound and detailed,
and the scale of things is bloody amazing. This
map of the three had the best combat, fighting
huge amounts of monsters in wide open areas,
it was quite a challenge. My favourite combat
was the end of this level and the entrance to
the last level - you get a real horde of nasties
coming your way, it's quite an entrance for
the last level.
The final level gets rid of
the (in my opinion, boring) Quake2 theme and
does something of a Doom ressurection. Strange
techno-details, waterfalls of blood, skulls,
and massive areas characterize this level. The
map is built up of white stone, red and purple
trim, skull carvings, pools of blood, and turqoise-walled
areas. I really hated the turqoise, it looked
really cartoony and cheesy compared to the rest
of the map. Besides that though, this is an
awesome looking map with enourmous, complex
areas, an original and damn cool theme, and
the same technical quality that made jaws drop
in the first two. Particularly the large area
with a canal of blood through it reminded me
of Doom, especially all the fiends - reminded
me of fighting Demons in large outdoor areas
in Doom. The gameplay was even harder than the
previous two maps, not due to any more monsters
(there couldn't BE any more monsters!), but
due to less supplies. Near the end of this map
was particularly bad for sparse items, right
before the silver key door I had 100 nails,
12 health, and nothing else. I managed to take
out the whole pack of Hell Knights and Fiends
using only 22 nails, by some really risky infighting-encouraging.
Another fun thing to do was getting the Vore's
spikes to hit the fiends, thus causing them
to kill each other, conserving ammo. You will
need to be conservative with supplies in this
map. Though a few times I had to backtrack a
huge ways (not sure how this could be fixed
- perhaps elevators which become operation once
you get into certain areas), this is easily
the best map in my opinion.
All in all, we have an exceptionally-well
made level pack here. It wasn't what I consider
'Quakey', but it was original and very amazing.
The story didn't make much sense with regards
to the levels, but I don't think that was its
purpose. The gameplay was awesome and the execution
of the themes was revolutionary. Nice job CZG.
Review
by Tronyn
Tronyn's Score:
89
The thing that impressed me
most about these levels was the size. I remember
not long ago CZG released a number of his maps
and bits of maps that he had dropped into the
bin. After going through them all, I thought
to myself 'these are too big to make into Q1SP',
compiling would take a century and r_speeds
would be huge. But after playing Insomnia, CZG
has stuck to his gigantic mapping style and
pulled it off. Not often do we see a Q1SP map
(or 3 at once) of this size. The only thing
that keeps Insomnia from perfection is that
to get such a huge level, details were sacrificed.
Architecture and fancy designs have been simplified
quite alot. Otherwise, Insomnia is one of the
best releases to date.