Official Quakewiki Video - Quake - Aftershock for Quake - Entering Black Majik

By : deathstalker616

Published On: 2015-03-28

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08:58

This level is basically a one-room map, similar to what we saw back in DMAS12. In fact, the entire design of the level (it is extremely symmetrical, including in item placement) is very akin to something that would be in a Deathmatch arena. Of course, we get no readme with this map, which means I have no confirmation and have to assume that because Enemies exist that it was intended for Singleplayer use as well.

Note also that the high beam that we start the level on has no possible return method. There is only one Deathmatch spawn location up here, meaning that only one person could get the Thunderbolt. As the entire level is basically a massive Water based arena, plus the fact there are no Cell packs, it is pretty ignorable. Still, it is always odd to have a place that nobody else can get to with a Weapon in a Deathmatch level (if it is one).

If this level is intended for Singleplayer usage as well, this level isn't exactly pretty in terms of writing a walkthrough. Most of what I ended up writing was copy-pasted sentences due to how symmetrical it is. Usually there is some difference, some distinction, but I don't believe there is any here beyond the Double-Barreled Shotguns and Nailguns.

The actual gameplay of this level in Singleplayer mode is pretty straightforward, though it does require you to be active and thus means I had to play a bit faster in some sections than I would have liked (though I tried to slow it down when possible, so it might be better that I thought). Ammo is extremely limited in this level while most of the Enemies are deadly Shamblers. We have absolutely no structures or anything to hide us, meaning that the Double-Barrelled Shotgun can be a risk (thank goodness for all the 25 Healths). Instead, we need to rely on a Thunderbolt and a Super Nailgun to destroy an army of Shamblers. As stated above, the former will run out of ammo almost immediately, meaning it is the Super Nailgun that will be the most useful.

Still, though you will start with a decent amount of Nails, you will soon realize that it isn't enough. Your options are to either get the Ogres to infight with the Shamblers (a possibility, as seen near the beginning, though something I didn't want to spend time trying to set up), use the Rocket Launcher on the Shamblers (after the Ogres are dead, I decided to do this as there was no real sense of storing the ammo), and/or using the Double-Barrelled Shotgun combined with trying to get the Shambler to use melee attacks (I have been able to do this, but I wanted to do something that wouldn't make me constantly rush for 25 Health).

Also, we get a Shambler underwater for whatever reason. How it makes sense that it can shoot its projectile at me without causing injury, yet the Thunderbolt immediately discharges, is something I do not have the answer to.

As for the name of the level, the Entering is of course familiar to us now (being part of THRED's identifier and something you needed to change post-creation). Black Majik is an odd spelling choice for Black Magic, though maybe the point is to show that it is arcane and not just simple magic (or could be a really terrible spelling of the word magic, but we may never know). As for my assumption for what the level is referring to, my only guess is the floating platforms and block of Water suspended in mid-air. Some may call this lazy placement (such as in Abstractions), but here it is black magic! Or it could be a hand wave to explain some odd placement choices, but once again we may never know.

Actually, speaking of the readme files, so far it has been rather strange. We have only gotten a readme for Basin, which isn't even the name of the file (due to it being DMAS01). We do have some upcoming readmes which should reveal some details on some levels (hopefully), but the ones I have played so far are shrouded in mystery. Mystery... and majik!

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