DM3RMX - The Occupied BaseAuthor: Andrew "than" PalmerEasy/Medium/Hard: 85/125/155
Secrets: 6
Download: QExpo2006RPG says:than originally made this map to be part of an episode of remakes of the original DM maps in Quake, but this is the only one he's made so far. It's quite a beaut, though.
than took the original DM3 layout, beefed up the visuals, added a few barriers, and placed some monsters to change this into a lovely single player map. The map supports deathmatch too, but I haven't played it in that mode.
Visually, the map is quite a step up from the original DM3. There is no sign of the infamous misaligned textures that plagued the original, and there are quite a few details, including computer systems, light fixtures, and buttresses to keep you aesthetically interested. The details flow nicely and create a consistant aesthetic. On the whole it's not as well detailed as czg and Vondur's e1m1rmx, but there's more than enough to keep your eye interested.
Gameplay is pretty linear, but there are 6 secrets for the explorer types. While romping about, you'll come across the typical base enemies, plus some scrags, fiends, vores, and shamblers to keep you challenged. Enemies will pop out from behind moving wall panels, and be on the look out for ambushes and enemies attacking from above--you never know where the next attack will come from.
Ammo and health are balanced pretty well, but sometimes encounters with a shambler or a small hoard of monsters can get a little hairy, so be prepared for a challenge. But there's nothing unreasonable, so you will be fine as long as you keep your wits about you.
This is definitely a high-class map, so be sure to check it out!
Paul says:Than slipped one in with a remake of DM3. Whilst not one of my favourite maps (to be honest I never particularly liked the original id DM maps) this remake is definitely worth a look. My first run through the level in DM wasn't overly positive, I thought what the hell was different?
But years of custom map abuse have dulled my senses. I've become accustom to the good life and a quick look around Romero's original reminded how utterly appalling it was in terms of architectural delights. And texture alignment? Mmm quite.
However what I didn't realise was that there was twist, this is not just your standard issue remake or deathmatch level, it's also a fully fledged single player level too. DM3's original layout has been extended out to create a honeycomb maze style layout. As you progress you switch back and forth through previously visited areas, where panels have moved and doors have opened. It's great fun but it has to be said that it's unbelievable hard. I mean, three Shambler's at once? Ouch.
In DM the map is very faithful to the original, with the SP mode's extra areas blocked off, and for all intends and purposes, they don't exist. Now I'm no expert on DM3 so will no doubt get lynched for whatever I say but to me a lot of play seemed to centre around the LG and RL water area with a bit of jostling for the Pent and MH and also in the two floored atrium containing another MH, RoS and Quad. Entertaining for a while but hardly making use of the maps large footprint.
The idbase textures (along with some extras) are put to very good use. It's one of those texture sets that when used properly, looks great and this is a cracking level to look at. But you'd expect from Than. He might eff and blind like the true English man that he is, but he can map the pants off a Vore at forty paces.
There are also plenty of in references and some tough secrets. Actually, I must say I love the underground Doom II style secret. Very cheeky! This is how custom Quake maps should be done.
Travail PreviewAuthor: Travail team (Multiple authors)Easy/Medium/Hard: 67/78/105
Secrets: 3
Download: QExpo2006RPG says:A short review on this one from me. This is the preview to a forthcoming episode, and here we have a start map and the first map of the first episode. The start map seems duplicate the style and architecture of Vondur's Zed 2, including using the same textures. I'm not sure what's going on there.
The following map, titled "piedracero", is authored by Scragbait. It's a medieval map with textures drawn from multiple textures sets. Aesthetics are decent, but I didn't notice any outstanding areas or features. The astute player will notice a few misaligned textures, but the build quality is good overall.
Gameplay can be cramped at times, but it's usually pretty fair. There are lots of base-style monsters in this medieval realm, which may put off some players. Items are balanced pretty well, and skill settings are put to use, so the map should be pretty approachable by players.
Overall, if you dig the shots and want some singleplayer to play, then get the preview.
Paul says:So this Travail preview... well the start map is a nice opener. It's very Vondur like in style with sprawling spacious atriums, overhanging ledges and intimidating architecture. As to how it fits in with the story line, I'm unsure, but I like it.
In contrast the opening map of episode one, Ingeniero de la Destruccion, gives a rather gloomy impression. It's cramped, untidy and dare I say it, old looking. That said the initial bout is an intense affair, with reasonable use of the environment, keeping the player locked in small areas with lots of grunts and enforcers. Ammo and health are tight throughout the level, but if you're conservative and accurate it's not much of a problem.
Once you get above ground things you're given a bit of breathing space to look around and admire the view. You emerge out from under a waterfall to be presented with a large open area leading off towards bridge and a couple of bunkers overlooking your position.
The peace and quiet doesn't last long as an onslaught of orge's, scrag's and enforcers rain down. From here you end up back indoors inside a cavern with a water filled lower section. Again conditions are cramped and after another couple of battles, you exit via a drain. It's a good 10 to 15 minutes gameplay.
I have some concerns though and they're all with Ingeniero. In some parts of the level there just isn't enough space and it feels hard to maneuvoure about or take some form of cover. Detail wise it's also a little lacking. Some of the structures seem brittle and fragile, reminiscent of Quake's original levels. The bulk and weight of Quake's later custom maps seems to have been ignored. You only need to compare it to the start map to see what I mean.
I'm also puzzled by the odd bridge near the entrance to the final section of the map. It's chock full of crates and is a pain to navigate. It seems like an afterthought and stairs would have made more sense to me.
As an indication for full fat offering, it's promising. The execution and balance of the varying themes is good (even though there are lots of textures used) and the enemy placement is well thought out. It's certainly hard but equally just as satisfying. My lasting impression was positive and I look forward to more.
DRSDM1 - Vertically DisinclinedAuthor: Dr. ShadowborgNumber of Players: 3 to 6
Download: QExpo2006RPG says:Here we have a deathmatch map dressed up in idbase textures, probably suitable for 3 to 6 players. Overall the map is pretty flat in apparent homage to Doom. Some techy details such as lights and wire pipes provide detail, but mostly these are on the ceiling and walls can look kind of plain except for the vertical and horizontal trims. Lighting is well sourced, but perhaps a bit bright in sometimes.
The map has a three-way symmetrical layout, featuring a room with three teleporters--one to each branch of the map. Most areas have a color-coded trim on the walls to tell you where you area, but some areas don't seem to have any such signifiers. Plus, since the same wall texture is used throughout, it can be a little difficult sometimes to know exactly where you are.
The map plays pretty fairly, though. Because of the symmetry, there is a definite balance in the map. Most of the weapons are featured, including the RL, LG, and GL. Plus there's one of Quake's three powerups in each sector of the map--the ring of shadows, pentagram, and quad. This combined with the low amount of height changes will probably turn off competitive players, but gameplay is fine if you're just relaxing with a few friends. After you get used to the layout, navigation is pretty easy thanks to the ample room of the hallways and the teleporters.
Overall the map will turn off the hardcore crowd, but casual players can enjoy the map. Some suggestions for the author on his next map: More diverse lighting types, somemore architectural details and ornamentation on the walls. Here's to the sequal!