Content - Quake - Quake Levels - Quake Single Player
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Author: Whitewind | Rating: 7.95 | Download: odyssey1_v2.zip
Originally created in 1998, Whitewind set out to create a huge level that he says turned out to be only half the size originally envisioned. Plagued by bugs and unable to run in modern Quake engines, even GLQuake, aguirRe rebuilt the map with the vision of Odyssey 1 playing in the newer engines. He has also fixed many of the bugs but kept things as preserved as possible to retain the levels atmosphere.
Although the level is only half the size envisioned it is still a huge map. Spiral staircases, bi-level auditoriums, and underground waterways are just some of the great architectural feats awaiting you. Unfortunately, I don’t quite understand what the theme of the map is supposed to be. At first it seems like a normal underground Quake level but not long after you descend into the catacombs you come across the auditorium. It appears to be designed as possibly a court room but since the readme does not provide any background story I can only speculate. Next you will come across two large pool areas with multiple levels above. This area is also left in question.
Odyssey 1 is far from linear, offering enemy attacks from all directions. This helps make the gameplay outstanding since you must be aware at all times. The level consists mostly of Hell Knights, Zombies, Ogres, and Fiends with the occasional Shambler and Vore thrown into the mix. Thankfully, you will not find yourself short on ammo or health but there may be a few instances where you’ll have to back track to recover some you’ve left behind. Your main weapons will be the shotgun and double-barrel shotgun since their ammo is the most abundant. The grenade launchers ammo is perfectly executed giving you just enough to deal with the Zombies but not enough to go on a fragfest and finish the level quickly. All in all, the balance is right on target.
Although a huge level with great gameplay and architecture, Odyssey 1 is not without its faults. Some better lighting might have given the level a spookier feel to it and would’ve complimented the design. Some sort of story line could have also brought the level together giving the player an understanding of their surroundings. Instead we are left to walk through the level with sort of a lost feeling, not sure of what this place is or why it is here, and without a purpose or goal this single player level unfortunately falls short of the glory it could have claimed.
- DorKwolf
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