
By
Anders Persson 11/25/97
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And what a Final Level it is! Anders
Persson adds his own style to this rather large and rather deadly base
styled map. This is a fun and challenging romp. The many crates and boxes
scattered throughout the base proves to be effective cover for grunts,
dogs, and enforcers. Overhead walkways (some strategically positioned over
entranceways) keep you dodging and firing in order to avoid and neutralize
the opposition overhead.
Game play is fast paced. You won't
have a whole lot of time to sit around and plan your next move. Puzzles
are logically laid out, you should not get stumped easily here (although
the secrets may remain that way your first time through).
Nice touches include rotating fans
(large and deadly, I chatted through one with a grunt and he got sliced),
and also moving walkways which are enabled with a strategically placed
switch (which you will need to find). The positioning of the enemy was
suburb. Logical gun emplacements give this base a sense of realism. The
more difficult foes are very deadly, but you will quickly discover that
you will have a better battle position with a bit of exploration (keep
moving!). The triangular doors were also aesthetically pleasing and a bit
different from the usual entranceways.
Overall this is a fun fast paced
level. One can only hope that this is only The Final Level for Anders
Persson using Quake I. It would be very interesting to see what he would
come up with in a Quake II setting. |

Indicative of
the many nooks and crannies in this large base map.

This large rotating
fan does little to cool down the intense action in The Final Level.

Is this a tunnel
or a jump ramp? Both.
|