Friday, February 01, 2008

The Widening Gyre for Quake 2


Level name: The Widening Gyre

Author: Carson 'Riscchip' Utz

Release date: 28 October 1998

Size: 2 161 ko

Number of maps: 1

website: here


Turning and turning in THE WIDENING GYREThe falcon cannot hear the falconer;Things fall apart; the center cannot hold; Mere anarchy is loosed upon the world, The blood-dimmed tide is loosed, and everywhere The ceremony of innocence is drowned; The best lack all conviction, while the worst Are full of passionate intensity.
Surely some revelation is at hand; Surely the Second Coming is at hand. The Second Coming! Hardly are those words out When a vast image out of Spiritus Mundi Troubles my sight: somewhere in sands of the desert A shape with lion body and the head of a man, A gaze blank and pitiless as the sun, Is moving its slow thighs, while all about it Reel shadows of the indignant desert birds. The darkness drops again; but now I know That twenty centuries of stony sleep Were vexed to nightmare by a rocking cradle, And what rough beast, its hour come round at last, Slouches towards Bethlehem to be born?
-- William Butler Yeats, January 1919

Review :

The second end last attempt from the author to create a single player level (Lot's of Q3 map are available from his homepage) This map should have been part of a episode which will certainly never be release...

Even if this map has certainly a DM orientation (supported) I was so estonish from the quality release that I think I should share this one with you.

Design is really perfect with a perfect balance between architecture and lightning the interconnectivity from floor to floor in a non linear way with perfect transition of texture through every room visited create a great immersing feeling. The visit theme even if quite classic (Strogg Base) is really enjoyable and never let you feel from replaying a part of the official release.

Gameplay is never boring with secret place not that difficult to find a good use of enemies and weapon proposal (get powered one when the challenge increase) and with a little bit over 100 enemies will old you busy enough without getting bored. The progression is rythm by key hunting and defeating ambushes till you reach a quite to classic end that let you the choice of a direct difficult or an alternate easy fight.

In conclusion: Appart from the end and the playtime experience (a little too short) this map only contains highlights from arcitecture to lightning and the way they were mix to the well balance experience in a non linear way, Just give this one a try !

Playtime: 30 minutes

Rating: A B C D E (87%)

1 comment:

Anonymous said...

Well I acquiesce in but I about the brief should have more info then it has.