Official Quakewiki Video - Quake - Aftershock for Quake - I must break you

2015-07-05 29

A level with an extremely creative name that makes absolutely no sense, similar to "hello" or "www.quaaaaake.com", you know this is going to be a real winner of a level.

From its appearance and filename, I would assume this to be a test level. TBOX suggests that the level is a box, which it is, and is probably a test level. The level in question is something that is done at one time or another for almost any game with user created levels, a gallery of all the stuff in the game.

As implied by the previous paragraph, this level is basically a "one of everything" kind of level. We get one of each type of flame, a Lavaball, and a Crucified Zombie. Note that textures are severely limited due to it being a single room, meaning we don't get the different fluids. For hazards, we just get the Nail Trap.

All weapons exist in this level, each beside its own Ammo type with the Ammo being shown in smaller and larger varieties. We get most of the Powerups, lacking only the 15 Health (which seems to be rather uncommon at this stage, probably because it requires a certain flag in the editor) and the Runes of the original game. Ignoring these minor details, we get a nice collection, though I am not sure how much of this is needed due to their easy accessibility in the editor.

Probably the best part of the level is that it can be useful for causing a good amount of infighting. Due to the placement of Enemies, you are bound to get a good fight going. If you are just trying to kill them, you will find that the Ammo is more than enough, especially with the Powerups. Furthermore, it is made easier by the fact that the Enemies only get alert when you fire upon them or move very close to them.

There are a few missing Enemies. Both of the bosses are missing, perhaps intentionally due to their invulnerable nature. As Water doesn't exist, the Rotfish doesn't appear in this level. At first glance it would appear only Shareware enemies appear. This means we get no Enforcer, Vore, or Death Knight. Of course, this logic falls away entirely due to the existence of the Spawn. It is weird that the bestiary is so incomplete, I can't really see a rational reason why they would be missing.

We also get a Teleporter that takes us back to the starting point and a Level Exit that appears to be a platform (like the End Pedistal, but I cannot assume it to be such due to its differences and lack of official name). The Level Exit just brings us to this level once more, meaning we could technically replay this infinitely in a loop. Deathmatch is supported, but only one Deathmatch spawn location exists, similar to the "one of everything" mindset for all other entities. This of course means even attempting to do a Deathmatch in this level would be foolish not only due to design but due to a lack of spawn locations.

Overall, this level is little more than a test level with a bunch of objects thrown in, these levels are almost always intended to be a sort of gallery. As a gallery, there are pieces missing, especially in the bestiary, which makes it rather flawed in its sole purpose. If you enjoy massive infighting or wish to test something with a combination of different objects, this possibly could be a level for you. For a player wishing for exploration or purpose, this level isn't exactly that interesting.

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