Category: Tronyn Reviews

Tronyn reviews: Remix Map Pack

This is a package of “remixed” maps, each of which is based on one of Quake’s original maps. What is interesting about it is that each map is redone by a different author, so playing through this you get a series of different ways of redoing id maps, different ideas on how to re-present some of id’s ideas. The fact that you already know the layout of these maps is no strike against them, because they constantly maintain interest, as it is always interesting to see what the author has done with the initial concept of the map. The modified Start map leads to all the levels in the pack.

E2M1 REMIX

 

This is probably the weakest map in the package. It is a really strange remake of e2m1, in that it changes the theme of that map (which is orthodox idbase, except for the blue floor, to fit in with e2′s blue theme) to a more episode 3 netherworld theme. The layout is recognizeable in some places, but it is almost like a new map. Detail is generally lacking, although there are a couple areas that look neat. There are also some secrets, at least one of which is quite cool. Unfortunately I can’t say that this improves on the original map, which is rather surprising at this stage in Q1SP, but it’s worth playing in the context of this package as a whole for reasons I will get into later.

Overall Score: 11/20

E3M4 REMIX

 

One of id’s weirder Runic maps gets an update here: Satan’s Dark Delight. The architecture and lighting have been upgraded, and the theme has been expanded with new architecture and textures, including some really cool rockwork that seamlessly merges with the metal architecture in the main outdoor area. The layout is mostly the same, although a “tower” (containing a great secret) has been added. The map as a whole is quite fast-paced, and if you aren’t careful you will die – you start out quite weak, and the fishpond is dangerous if you let too many ogres see you.

 

Nice spotlighting as in the original, and plenty of tough combat against ogres, make this an improvement on the original well worth playing.

Overall Score: 15/20

E3M5 REMIX

 

Here Speedy takes The Wind Tunnels, and recreates it and expands it in what has become his own sort of trademark style: a copper, metallic runic/base look. What is particularly cool about this remake, is that he takes what was originally a 100% indoor map, and makes sections of it outdoors – and connected, by line of sight – while keeping the same layout. Some rock-walls, bridges and walkways have been added, to make up the outdoor sections.

 

The map’s looks have been improved everywhere – there is extra detail, new beams and buttresses and so forth, and plenty of runic lights throughout. The lighting throughout is smooth and aesthetically pleasant, and still exudes the same type of evil runic ambience, with a bit more of an industrial feel. As in the original, water and wind tunnels are both used well. The texturing is particularly nice. Enemies throughout are what you’d expect; the usual Runic bunch, a good challenge, with quite a few scrags as well. For some reason I felt rottweilers should have been used a lot more. Overall this is one of the better remixed maps, it is a great update on a great map.

Overall Score: 16.5/20

E4M1 REMIX

 

This takes The Sewage System and changes the theme entirely. Unlike the e2m1 remix, it doesn’t change the theme from base to something else – this is still a base – but the type of base is totally different. Instead of idbase (with red details), this is now a dark, angled red-brown-gray Speedbase map – very modern. The water has been replaced by slime, which increases the difficult and makes things interesting! Lots of nicely textured arches adorn the map, and there are cool details like a laser gateway, and of course the obligatory crates.

 

Plenty of enemies, including some nasty vores and enough enforcers to threaten your life several times on hard, inhabit the map. The use of swimming is more challenging because of the slime, but makes the map interesting provided you recall the layout, which is mostly unchanged. The appearance of other non-base enemies such as Shamblers kicks the battles up a notch, and the laser traps have had a fiend ambush added which caught me off guard. Overall, a good remake, cool idea, well done.

Overall Score: 16/20

E4M6 REMIX

 

This I think is the best map in this pack. I always liked Azure Agony – one of the weirdest and scariest id maps. What we have here, is a seemingly unlikely addition to the constant blue theme of the original – bloody red bones are everywhere. What is particularly creepy is that the map is full of missing bricks, and behind the bricks are bones. This implies that the entire area was built on these bones – the bones of what must amount to thousands upon thousands of dead. There are other sadistic details, like the peeled faces spread across the floor of the first room. Elsewhere are defaced and broken towers and gargoyles. Throughout the map design details like this increase the sense of strange hostility and nameless malevolence of the original.

 

There are lots of Quake enemies throughout the map, not as many tarbabies as the original, but the end is a hilarious, evil, and difficult surprise. Elsewhere in the map, knights, hell knights and ogres are the main enemy. All in all, a great improvement that gets the essence of a weird and dark map.

Overall Score: 17/20

REMIX PACK OVERALL

Because of the start map and the nature of the project, playing this pack is similar to replaying an abbreviated version of Quake. In this way it is fairly similar to RPG’s Quake Condensed. Most of the maps are well worth playing, and even the ones that are not great are worth playing in the context of a linear journey through the maps – I recommend playing them in the order of their episode-themes. It is a great way to relive the themes and ideas of Quake.

Overall Score: 17/20

23.05.2009 in Tronyn Reviews | 1 Comment »

Tronyn reviews: Evil Exhumed by Willem

 

This is a nicely designed medium-sized map, which pleasingly mixes several different Quake styles in a logical manner. The initial area is a base area, in a modified idbase theme, with a few unique details (the base is built on stone foundations, for example). There are some nice outdoor courtyards, and while the architecture is never amazing it is conistantly well-built, textured and lit. The next segment of the map is underground mine chambers with lava and a broken bridge, leading eventually to several suitably ominous runic skull-gates. With broken rock weaving in and out of the runic architecture, the sense of an ancient world rediscovered beneath the surface is well-created. I should also note plenty of functional little details, and good work with rocks, improve the design.

 

While the upper area (logically, of course) features base enemies, the lower area is populated mainly by ogres and vores. I liked this shift, it fit with the change of theme, something actually surprisingly rare in a single map in Quake, although the base-netherworld progression is common enough in episodes. The gameplay is a good challenge on hard, but as long as you are careful there is no chance of dying until you get to the last section. This is a library (another cool twist for a base map), which is again nicely designed and well executed, merging seamlessly with the theme. The finale is a dark sewer area, another change of style, where some shamblers prove dangerous.

Overall, a very oldschool map with a cool idea behind it, and enough tweaks and twists on classic settings to be consistently interesting.

Overall Score: 16.5/20

Tronyn reviews: Remix of the Damned by Kell

 

This came out quite a while ago but was never reviewed; which is too bad becuase it’s great. The whole remix trend is producing some great stuff these days. This map is one of the best id remakes. There is extra detail all over the place, but it never looks too “busy” but rather just elegant. Quoth/2 extras enhance the visuals and gameplay, with grass/weeds in particular adding to the water sections and outdoor courtyards. Lots of cool scenery outside the windows, new beams and machinery in places, and detailed terrain for the underwater weedy sections. Missing bricks throughout also add to the look. There is also one secret area which is really cool; the environment is extremely well created. The lighting I think is a bit too bright and unsubtle; it could have been much smoother, but at least you can see all the great architecture easily.

 

Gameplay is mid-level; the layout and traps are the same, most of the secrets are although there are some new ones, and Quoth enemies are used appropriately. The Chainsaw/Perforator Ogre is in a cool spot, and there’s a new surprise for you where, in the original Quake, you first met the FIEND. Rotation is also nicely used. Basically I can’t say enough good about this map, so play it if you haven’t already (comes with Quoth2).

Overall Score: 17/20

Tronyn reviews: Palace Revolution by goldenboy

 

This is a large, blocky and simple map whose main appeal is gibbing with lots of rockets, and humour, which takes the form of numerous messages/comments which appear from time to time, mocking the Quake community. It’s nice to see some self-mockery from a group of people who sometimes take themselves and everything generally too seriously, and also some mockery of the whole armchair aspect of it that exists now.

As a map though this doesn’t stand up well: the first half seems like a remake of the first half of e2m2, while the second half is kind of like the palace of hate. In each case though the architecture is decidedly inferior to id’s originals, which is really unacceptable at this point. The humour is really the entertainment value, and the use of the grenade launcher; other than that there’s not much here.

Overall Score: 8/20

Tronyn reviews: Cogs of Conflict by spd

 

This is another map that came out some time ago, but hasn’t been reviewed yet. It’s almost a bit of a lost gem. While I didn’t much care for Speedy’s Explore or Die, this is another experimental map that actually turned out very well. The concept is basically a map with no ammo, and traps. You have to lure monsters into traps to kill them; occasionally you can resort to using some of your shells or your axe (you seldom encounter monsters more than one at a time), but most of the time you have to use the traps. The traps become less and less easy to use over time; ramming a shambler into the ceiling when he can run out of the trap and into your face quite easily is one of the more interesting ones. There are also points where you can lower hapless monsters into lava – haha! Good thing Quake monsters are so dumb.

 

Visually the map is really good: it often uses Runic textures (with some modified ones) in unique ways, and the architectural patterns and lighting create a very distinct and very cool aesthetic. One of the better uses of the Runic set in recent times I’d say. Overall, the focus on traps, platforms, moving walkways and so forth makes this a really original map, one of the best experimental maps for sure.

Overall Score: 16/20

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