Official Quakewiki Video - Quake - Aftershock for Quake - FORTRESS

deathstalker616 2015-04-26

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This level features a fortress in shape of a few walls surrounding an inner keep. The keep itself is extremely small, meaning that most of the combat will happen on the outside sections. Most of the level can be considered to be part of a single room, though there is a corridor on the far side of the map from the gateway to the keep that is somewhat detached from the rest of the level.

The keep itself, being the center of the map as well as near the bottom of the arena, lends itself to heavy combat. Incentive for this area comes in the form of a Quad Damage and a Rocket Launcher. A second Rocket Launcher can be retrieved from a safer location overlooking the keep, though both are near the middle of the map and thus are likely to be part of intense firefights.

A Double-Barrelled Shotgun exists near the gateway to the keep, though it is rather pointless outside of the keep itself due to the open nature of the map. The Nailgun outside the keep could possibly be useful as a minor form of defense against opponents, however it seems a rather futile fight as it is located in the middle of a dangerous location.

Grenade Launchers exist in the corridor section, though I am not exactly sure if they would be useful in this level. You could get lucky while spamming Grenades, but the generally open nature of this map lends itself to being dominated by the Rocket Launcher wielding players. Similarly, a Super Nailgun on an upper platform above the keep is not entirely useful, though it can be used for quick survival when combined with the ready supply of ammunition and 25 Health.

There are 2 Armors in this map. The Red Armor is on a small alcove overlooking the rest of the map, though it can only be accessed by following a particular ramp, meaning it can be somewhat risky to obtain. The risk intensifies with the proximity to the wall, which means a player firing a Rocket Launcher at a player walking on this alcove will have an even greater chance of killing them.

The second armor is much easier to obtain, but is a weaker Yellow Armor. Being in the middle of a series of interconnected areas in the corridor section, plus being below the one section of the map where Grenade Launchers could be useful, means that the Yellow Armor could receive even more heavy competition than the Red Armor.

Also note that there is a Ring of Shadows in this map. Detecting it is not easy, especially during heated combat, but it exists on a small platform near the Super Nailgun platform. It makes sense that a Ring of Shadows would be used on this platform, any other Powerup would be large enough to be noticeable. However, as almost any Deathmatch player knows, the Ring of Shadows is virtually useless against any player that is used to the effect.

For a one room map, this level is pretty decent. I am still not that big of a fan of this level, mainly due to being entirely based in one room, but it is definitely more appealing than some other maps we have seen. Most of the map is nonlinear, with a few strategic points having linearity. It makes sense to make the route to the Red Armor linear in nature. The keep is a bit more cruel of a choice, though it can be justifiable due to the amount of resources that can be found in the building.

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