Title: QBoard
Filename: qboard.zip
Author: Biff Debris, Lunaran & Aardappel
Email Address: BiffDBree@aol.com, LtCmdrLun@aol.com & aardappel@planetquake.com
Misc. Author Info: Homepage 1, 2 & 3
Apparently some time ago in the dark recesses of that community we all love to hate,
dozens of quakers came together and decided to make their own megawad for Doom.
But, due to the well-known fickleness of all quake players and also most likely
because sector editing was either too baffling or 'behind the times', only
3 quakers managed to produce a level. The result... Qboard.
I've never in my life seen three levels that fit together any worse. Each author
has set out to create an entirely differt theme and style to their level, as seen
in the screenshots. Check out this page
for some doomgl enhanced shots.
The first level, created by Aardappel is designed for the chainsaw only. There isn't
a deh patch to remove the pistol bullets, so try to refrain from using them. Since it's
chainsaw only don't expect any really tough monsters to appear, but those pesky pistol guys
prove to be annoying. The small amount of available health also ensures that the level is
quite a challenge. At the start you will need to work your way to the top of the waterfall
and then enter a giant mansion to end the level. Not a bad level, but the chainsaw only
novelty wears off quite quickly and limits the author too much.
Level two by Biff Debris is a must see. The use of Quake 2 textures and lighting is damn
impressive to say the least. As good as Quake 2 in software mode in my opinion - but a
lot faster. Unfortunately the level has been spoiled by conservative monster placement.
There are only fifty monsters on UV!! If someone had reminded Biff that the one or two
monsters per level rule does not apply to Doom then this level could have been something
special. The author doesn't seem to know what makes a good doom level - non-stop action.
The third and final level by Lunaran is desribed as "intense combat, with puzzles & surprises".
That Quake "we don't understand Doom monster placement" theme shines through again. This is what
I would call a normal Doom level, not intense. The level is quite large, and the layout is
clever but confusing at the same time. With so much running around it took me over twenty
minutes to complete the level. Texture use is fairly repetitive - on par with those levels
which are brown all over. With so many shotgun guys you would expect a reasonable amount
of health scattered throughout the level - unfortunately not so save often. There is one
particularly nasty trap which is almost guaranteed to kill you - wait and see.
These three level authors are not half bad level designers. But, if they had had their
levels tested by regular Doom players I think the maps would have been improved greatly.
More health, ammo and monsters would be a good start though. They just didn't seem to know
where and how to place the monsters effectively. There are either too few monsters, or just
a lot thrown into the one room without considering how the level will play. My advice would
be to definitely download the wad, but consider each level separately.
They sure as hell play that way.
Overall: 7.5/10
Reviewed by Chief
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