Official Quakewiki Video - Quake - Aftershock for Quake - DMAS09 - Water Transport
This level features multiple rooms connected together by a large column of Water. In all actuality, the column is a Water Elevator, but as that was a Dark Hour hazard that has not been mentioned as such anywhere here, it is thus unofficial to declare it as such. Still, it virtually serves the same purpose and has similar properties.
This level is made by the developer of the previous level. This means that, no surprise, it is quite terrible in terms of balance or any form of interest. Once again we get a bunch of rooms, circular this time, using one plain texture with little to no variety. Most of the map is symmetrical, which is a headache to write for as well as a terrible level design principle as it shows a lesser amount of effort than if both sides were designed to be similar but different (as according to John Romero). Details are even less visible here than the previous level, meaning we get a level perhaps even more bland.
This level is a bit more nonlinear, if you consider the fact that you can enter the central Water tunnel from multiple sides. The Water column is the only method to go from room to room, meaning it is quite linear.
Weapon balance is possibly better here than the previous mission, though not by much. The Rocket Launcher is at least on the opposite side of the map from the Armor and Rockets, meaning you have to work to use it. The Super Nailgun/Nailgun is also a bit away from its ammo source though, meaning that almost all weapon choices beyond the Double-Barrelled Shotgun (which is still pretty useless due to the map still being large) or the Grenade Launcher (pretty useless due to Water messing with the properties of grenades) will be limited in Ammo. Of course, as soon as the player gets a Rocket Launcher, they will be able to dominate as the top section of the map is quite generous in Rocket ammo and the best armor. No matter how much of a foothold you have, it is possible to be taken down in this one due to a lack of 25 Health or 15 Health. I am not sure, but I don't think good level design is demonstrated by eliminating all Health to make it possible to kill your opponent.
Overall, more of the same from last time with some things a little better while other things being worse. The more I play these, the more I miss Gregory A Macmartin's maps.
This level is made by the developer of the previous level. This means that, no surprise, it is quite terrible in terms of balance or any form of interest. Once again we get a bunch of rooms, circular this time, using one plain texture with little to no variety. Most of the map is symmetrical, which is a headache to write for as well as a terrible level design principle as it shows a lesser amount of effort than if both sides were designed to be similar but different (as according to John Romero). Details are even less visible here than the previous level, meaning we get a level perhaps even more bland.
This level is a bit more nonlinear, if you consider the fact that you can enter the central Water tunnel from multiple sides. The Water column is the only method to go from room to room, meaning it is quite linear.
Weapon balance is possibly better here than the previous mission, though not by much. The Rocket Launcher is at least on the opposite side of the map from the Armor and Rockets, meaning you have to work to use it. The Super Nailgun/Nailgun is also a bit away from its ammo source though, meaning that almost all weapon choices beyond the Double-Barrelled Shotgun (which is still pretty useless due to the map still being large) or the Grenade Launcher (pretty useless due to Water messing with the properties of grenades) will be limited in Ammo. Of course, as soon as the player gets a Rocket Launcher, they will be able to dominate as the top section of the map is quite generous in Rocket ammo and the best armor. No matter how much of a foothold you have, it is possible to be taken down in this one due to a lack of 25 Health or 15 Health. I am not sure, but I don't think good level design is demonstrated by eliminating all Health to make it possible to kill your opponent.
Overall, more of the same from last time with some things a little better while other things being worse. The more I play these, the more I miss Gregory A Macmartin's maps.