This is a level I had been
eagerly awaiting. Biff's first map was well
recieved by the community, by it's solid design
using the standard ID Base textures well, and
decent Grunt/Enforcer gameplay. But with a much
more favourable theme, standard yet still very
uncommon, and using the medieval monsters, this
map was a great pleasure to play. Style of the
day is rune/metal. And all your metal details
are here - spikeshooters, traps, lava, floating
platforms across the lava while spikeshooters
are nailing your ass and Ogres are pummeling
grenades from above - classic! Gameplay was
fairly good, a nice mix of monsters all used
in good situations. However I do feel it could
have been alot tougher. For instance one area
you fight a lone Hell Knight and as soon as
he dies to Knights spawn in. I do feel two Fiends
or Vores would have been a much more memorable
challenge, especially if you run past them up
the stairs there is another Vore waiting for
you. Nevertheless it was all great fun, and
there were a few very tough battles such as
falling into a tiny room with two Fiends.
The level design was, as I
was hoping, fantastic. There are no great set
pieces that really stand out, however angles
and well used with a good combination of textures
and trims to highlight. Also plenty of variety
in the style of architecture. A nice layout
is found, although quite linear, you do overlap
a few times and are never too far from the center.
Overall a very well designed
level with good fun gameplay, although some
areas could have been a little tougher.
Review
by [Kona]
[Kona]'s Score:
86
House of Spikes is the second
Q1SP from author Biff Debris who also did 'The
Corral', a good map that reintroduced the old
idbase texture set. Well, he's back with a map
that uses the old id Runic set, and ths is the
best Runic Q1SP since CZG's Numb Nimbus.
How is it so good? Well for
starters, the gameplay is great; challenging
yet not (completely) unreasonable; there are
quiet sections the start being one of these),
so the monsters aren't spread evenly, which
adds atmosphere (what's around the next corner?)
and makes things moody and interesting. Supplies
are reasonable, most places, and them being
unreasonable in other places only adds that
bit of an extra challenge.
The architecture is wonderful.
It is solid and well-built, not using overly
extravagant or detailed textures, in many cases
not even using patterend textures - instead
relying on lighting to give definition. The
architecture is curved in many places, and quite
grand and impressive in some rooms, though the
whole level is indoors. The texturing as I said
wasn't concerned with alignment or patterning,
more with coloured contrast (mostly gray metal
with bloody metal) and architectural definition
strengthened by a most noteworthy lighting job.
All in all the effect is brooding and spectacular.
Several neat areas include
the elevator down after the two portals - descending
into the House of Spikes - and the map's end
sequence. Architectural highlights include curved
windows with light coming in from the outside
- my god what an effect - and a great texture
trick (not sure if this was done with textures
or brushes) - the 'elongation' of textures such
as cross light fixtures, light-grates, and metal
panels. Something that shows the attention to
detail, gameplay-wise, is the nice convenient
portal that opens after you pass through one
portal onto a ledge - if you fall off of that
ledge, you don't have to backtrack for a long
ways, you can just take the return portal.
All in all, House Of Spikes
is an incredible map that mixes classic id textures
and mood with impressive curved architecture
and tougher gameplay. No self-respecting Quake
player can be without this map.