Operation Urth Magik is a Quake
partial conversion that was started by Rob Cruickshank
a couple years ago (I lost track how many years
exactly!). It has seen a number of mappers come
and go (lost track of how many) but through
thick and thin Fatty, Tronyn, Apollo and Tyrann
came through to deliver a fantastic Q1SP addon
for 2001.
You play a scientist/security
guard (whoever works at a base). Strange things
start happening and inside the base a new top
secret building is erected. No one knows what
is inside, but soon Quake has awoken to the
mystery and has now overrun the entire complex.
It's up to you to take it back. The story is
nicely delivered, nothing revolutionary like
Nehahra's four hour movie, but it sets up a
theme and good atmosphere.
You set off in the first map
made by Fat Controller, a small but vertical
totally IKBase map. There is alot of detail,
particularly to make the base seem more realistic
such as computer consoles, tables, lifts etc.
The level is easy, but there are only 1-2 health
packs provided so you still need to be careful.
As the blues start to appear you have a nice
surprise - nails.
The second map is much bigger,
and well made to represent a waste facility.
One section is a number of rooms filled with
barrels and crates. But suddenly all the lights
go out and a pack of Fiends emerge from the
larger containers, making a very frantic and
even scary environment.
Tyrann's map came next, one
which seemed to be the favourite among most.
Very good architecture and designs were throughout
the map, and the IKBase textures are used well.
The level is very large with a variety of designs
that include some transitions to underground
caves. Gameplay was good, steadily getting tougher
than the previous two levels, but it was quite
easy to lose your bearings.The next level was
another by Fat Controller, made in the later
stages of development to fill the void other
mappers had left. It uses totally different
textures, which did interrupt the consistent
IKBase style seen in all the map so far.Metlslime's
Oblivion textures were put to use, which ended
up looking very good. A mix with IKBase and
some of the brown Oblivion textures would have
worked better. Nevertheless, this was supposed
to represent a brand new area - the secret building.
So it does need to be a little different from
the rest.
The final level by Tronyn was
my personal favourite. It mixed the IKBase set
with a few different styles, to create an original
looking modern temple. This combination of the
human base textures and the Quake medieval/temple
textures worked well to resemble the shift to
Quake's world. While Tyrann's map was very large,
Tronyn's was huge. However some may feel that
there is too much variety in design styles.
Gameplay was great right down to the finish
with a rather epic final battle. In fact this
alone could have been the ending to an excellent
pack.
But, a final small map was
added. Basically one small floating platform
where a few Egyptian style fighters spawn and
shoot bolts from their staffs. With not much
room to move, these guys are still very easy
to fight (for a boss) and really don't provide
the battle one would hope for. The map itself
looked good with a giant face flying around
you. Still, alot better than the epic battle
at the end of Zerstorer which lasted all of
a few seconds!
Gameplay is excellent throughout,
steadily getting tougher in each level. It was
all well balanced with plenty of ammo and health
except in Tyrann's map where I ran out of shells.
The modifications aren't all revolutionary,
but still great fun. Grunts now fire nails.
Enforcers spit out rockets and also have shields.
There are also laser turrets which were used
not too often. Drones were flying objects armed
with lasers/cells. They also came equipped with
a self destruction mechanism which was very
entertaining to watch and try to dodge. In the
second half a few more standard Quake monsters
make their appearance, including Hell Knights,
Knights, Ogres and even Shamblers. Many of the
monsters have been reskinned in in blue, which
really turned out quite well.
Great new and modified monsters
with new skins, and a mostly well balanced game
to the end, if you excuse the mild final map.
Along with professional design, good architecture,
and the a consistent base style, OUM is an excellent
addon to Quake.
Review
by [Kona]
[Kona]'s Score:
92
I was surprised when I made
it onboard this project as all I had released
for Quake at the time was the first phantasm.
If you can believe it I had just released that,
Fatty had just released Rc2 and Tyrann had just
released Moonlit Assault! It was so long ago
(Fall 1999!). I had demo'd a small Egyptian/Runic
map to Fat Controller who was considering using
it for a secret map, a side-journey, or even
a finale map. Well it became the finale map
as Fatty and I worked on the story and the Egyptian
theme was introduced to the project. I created
my major map, Tomb of Urth Majik, for this project,
up to a pre-beta stage fairly quickly. But then
in the following spring I concentrated more
on Pg2 and CoE, and I made Fatty help on those!
So OUM kind of lagged due to me there. After
those were out I wanted to concentrate more
on OUM and only did some deathmatch maps on
the side, but my map was getting larger and
larger and more and more frustrating. Fatty
was having troubles with OUM2 so we swapped
maps; however mine was too big for his system
so Tyrann ended up taking it! Then again it
was my fault when I failed to start work on
OUM2 for some months. Eventually I finished
that map about the same time as OUM1 and OUM3
were completed. Then Fatty did OUM4 very quickly.
Throughout the development we had troubles with
many other authors leaving - probably for every
one of the four of us that stayed, there were
four who offered to help but didn't or started
to and left!
All in all despite all of the
feces we waded through, I think we came out
with a polished product, and something no Q1SP
player can be without. Fat Controller went through
a lot of crap to get this done, some of it from
myself, and he deserves much respect for it.