Official Quakewiki Video - Quake - Aftershock for Quake - E3M2 - Ascent (Deathmatch)

deathstalker616 2015-02-19

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Well, I believe this level would function better as a Multiplayer level than E3M1. I am not exactly sure if putting the Thunderbolt behind the Gold Door was a good idea though, especially as it causes the "end blunder" issue I dislike so much with a lot of these levels. I guess there needed to be some reason to still go after the Gold Key and possibly get killed by the trap.

The nicest thing about these Deathmatch levels is a bit different from what might be expected. While the changes are few and thus these videos might appear redundant, I am able to take my time in a less risk-intensive environment during these alternate takes. Plus I can show off stuff that would just be suicidal to try in the Singleplayer levels, such as showing off the trap.

Overall, a level that might be interesting to play in Deathmatch due to active combat on thin beams, though one where the Thunderbolt might be ignorable (of course, this style of level might not be suited for much more than the Rocket Launcher).

Speaking of the Rocket Launcher, we finally get a purpose for that large ball in the water, it is a container for the best weapon in the game! A fiendish spot to put the weapon (it is quite easy to get drowning damage if you try to collect anything due to the length of time being about perfect if travelling from the Silver Door room to the Water at the top of the large room), but it definitely could be rewarding. With the Rocket Launcher and Red Armor on opposite sides, movement is also encouraged.

Unlike how I felt about the last level, this might work in Multiplayer. My biggest gripe, beyond the Thunderbolt, would be the moving platform requiring Buttons to activate and the Floor of the lower level requiring a player to reach the top floor.

Once everything is activated, this level could serve for a good semi-linear combat arena. The large Water room has two routes, creating something of a downward eclipse, which prevents this level from being fully linear. Basically, it could be pretty non-linear dropping down, but the tank itself is pretty linear in direction (beyond the middle beam that might be ignorable due to a Grenade Launcher, which is pretty pointless here, and a Super Nailgun which just feels like it would push the player into a corner). If you like Rocket Launchers (like me), this level might work well.

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