Official Quakewiki Video - Quake - Aftershock for Quake - DMAS13 - Glen Sheen

By : deathstalker616

Published On: 2015-03-26

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12:36

We make it to the final level of the Deathmatch series and also the final level of the entire campaign of Aftershock (coming next will be the standalone levels). It has been a long and bumpy road from mediocre, to terrible, to great, and then back again.

This level is, as stated in the previous paragraph, mediocre. It has brought back the exploration of some of the earlier levels, as well as made the rooms have variety, though there are a few flaws if looking at this level from a Deathmatch perspective. Due to it being a Deathmatch level, that is basically what we need to base it on.

Linearity and nonlinearity plays an odd dance in this level. Certain areas have good interconnectivity, such as intersections and staircases. Other areas are extremely linear for no apparent reason, such as the one-way drop down the Water basin or the lower floor of the Lava room. Overall, a big complaint of this level for me is the limited amount of interconnectivity. Linearity should only exist if there is a reason for it, such as a good Powerup or Weapon.

Speaking of Powerups, this map doesn't really have any, not even an Armor. There is a Quad Damage which requires going through a Teleporter, though it is made a lot more difficult by requiring you to be moving back as you go through the Teleporter so you don't fall to the lower floor (it being a one-way path).

As for weapons, the Rocket Launcher is on a platform overlooking the Lava pit below. The Thunderbolt is on a thin platform which requires jumping on a series of platforms. The Super Nailgun is at the end of a one-way corridor. Basically, all weapons are found in some linear area, even the weaker ones such as the Nailgun.

The exit Teleporter has a bar in front of it. I am not exactly sure how that helps, as the opposite side has no protection and can easily allow for a player to fall into it. Interestingly enough, the Singleplayer version starts you on the opposite side of the corridor, meaning you don't need to see much of the map to exit the level.

Also, the name is pretty odd. Glensheen is apparently a historic mansion in Minnesota. Separating the words, we get "glen" and "sheen", as was done in the title. A glen basically is a valley, which is pretty much what the hub of this map is. Sheen is not so easy to define, nor do many work for the level, so I am left assuming it is a synonym for reflective textures. That would work, as it is metal and whatnot. So, basically, it is a fancy name for Metal Valley if I am correct in my definitions. Still, I am not sure on the name, as the only metal in the valley is the pillars.

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