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Gothic DM II

By The Gothic DM II Crew
Maps 1-9 and 18-19 reviewed by Covaro
Maps 10-17 reviewed by Flood
Maps 20-32 reviewed by Linguica

Map01 From the instant the screen resolves to show you the first level, you instantly know you have just begun something special. Being created by Gothic Co-ordinator, Anthony Czerwonka, Ruckas is an excellent start into the most consuming Deathmatch set ever. Compared to some of the other maps done for the project Ruckas seems a little lacking in detail, but not to say that this is neccessarilly bad though, it leaves much room open for the other 31 levels. Ruckas can almost be seen as a teaser level, preparing the pallet for the oncoming onslaught. Probably one of the most noticeable aspects of the levels is the Gothic DM encircling the courtyard in the center of the level, this, if nothing else from the level, shows that this is a cohesive set of Deathmatch levels, by men who mean business.

Map02 Hellsphere is a solid level to put as second on the agenda for Deathmatching. A solid level throughout, both in design, texture choices and gameplay. Being an old GothicDM hardliner, I often found myself comparing this level to the "Plaza at the End of the World" level of the original GothicDM. Which in itself is rather interesting, simply because both are quite different looksing, but have the same feel while deathmatching. This says wonders for Hellsphere, if nothing more than the original Plaza level was an excellent deathmatch level. Weapons for the level were laid out very evenly, giving both victims an equal chance of staying alive, the plasma gun, like many of the levels throughout GothicDM2 is the hardest to get to, but in this one it is probably relatively easy compared to some of the other levels. All things considered, both Matt and Anthony deserve a pat on the back for this excellent level.

Map03 American Gothic is the first of the "dark levels" of GothicDM2. By "dark level" I simply mean the level has a dark and moody feel, not that it is a level that is too black. American Gothic is a wonderful level, keeping a consitant look throughout it's entire design. It almost seems to have a techno-goth look to it, especially in the part with the pipes spewing slime. Unfortunately, the play of the level, while very good, just didn't have the feel I was expecting. Playing the level in deathmatch left me yearning for more, I am not really sure what the problem was with playing the map, it just simply didn't feel right. But I really feel Malcolm more than made up for it with the exit. When I first opened the exit door and saw that abyss of slime and the eye staring at me I jumped in my seat, it was just weird. All said and done, American Gothic is a great level, that simply suffers from not totally drawing in the gamer during a deathmatch.

Map04 Playing Kingdom is an interesting experience, to say the least. Possibly the oddest being, that the level seems to suffer from an identity crisis of whether it is a 2 or 4 player map. Not that this detracts from playing the level, just simply that, it is strange when you are playing a level that could play go either way, but isn't very clear cut in which one it was designed to be played. Despite that, it is an excellent level to die in, with a variety of areas to engage in combat. Unfortunately, I personally felt the level lacked in detail. The level was very consitant and flowed well, so it wasn't any small item, it was just that this map overall was simply lacking the amount of detail some of its counterparts possess. But, thanks in part to the lack of overall detail the level does play quickly, with no slowdowns noticed at anytime during the level. This is more proof that Michael Mesko is an excellent level maker who can bring us some great times in deathmatch.

Map05 This work of deathmatch art is possibly one of the best maps to play from GothicDM2. True, other levels may surpass it in looks, but few can match it for excitement and playability. There is only a single drawback in playing the level and that is only a minor one. The level was specifically designed to have the plasma gun extremely difficult to get, and it is, but that doesn't matter if one of the players is able to reach it. This is where the problem arises: The level design treats all weapons fairly, meaning the guy with the plasma gun can reak havoc on his opponent for possibly three or four frags. There are some areas in the level that render the plasma weapon semi-harmless, but it can still be deadly. The design is excellent, leaving you playing hard, and having a great level to enjoy, but not one that is so strikingly beautiful that you get caught drooling over some architecture and get fragged. Invalid is definately a map I won't soon forget and is also a good indicator of the other levels to come later by the Dixon and Twomey team.

Map06 Niggle is a great level, quite asthetically pleasing. The waterfall area is done well, giving it a good feel of realism. Possibly the best feature of the level though is its use of simple design tricks that simulate true 3D level design throughout the level. Extensive usage of torches are one of the most common effects done, and the three teleports are also some prime examples. Personally I find the area with the walkway above the slime the most interesting of them all. The large candle sitting atop the "walkway" is really what makes the effect feal real, and for all intents and purposes it could be. There is also another similar item behind the teleports, which is actaully a real walkway behind them, but is unusable due to the teleports, which would cause unusual effects with gameplay. Niggle really has a feel of being inside of a world outside the play of the level, with the walls outside some of the balconies giving it much of that feel. Possibly the most memorable part of the level is the exit, it really gives you a feel of entering into something darker and more mysterious than from where you just came. Playability wise, Niggle is about average among the GothicDM2 levels, although some much needed additions have been made from the time that I played the beta in deathmatch, and the release of the final version. The addition fixes the only real complaint I had with the level, which probably improved the playability of the level above where it had been previously. A good level by Anthony Czerwonka, most certainly not the best he contributed to GothicDM2 but still a very good level.

Map07 If nothing else, this level by Malcolm does an excellent job of protraying what the name says, "the darkness beneath". It is a very dark and moody level, not just in lighting, but in choice of some of the most dark textures from the set. It also conveys the beneath part well, making you feel like you are under the ground somewhere, personally I felt that it seemed like some sort of underground torture area crossed with a sewer, but I still felt it was good. The only drawback this level had was some of the doorways were a little cramped, causing you to occasionally get caught on the side, leaving you open to die from a observant opponent. Besides that one drawback the level is an excellent fast-paced run and gun deathmatch level that keeps you on your toes the entire time you play the level, almost leaving you out of breath when you finally leave.

Map08 Shades of Amber is a very fast, very deadly level, as can be seen from the opening demo. Possibly the most interesting aspect of the entire level is that there is a BFG sitting out in the open, in the very center of the level. This can make for some very interesting chases, through a very symmetrical level. Shades of Amber is a very simplistic level in terms of design and benefits from it greatly. The simple design of the level, which is generally square, leads to a pure adrenline filled frag fest. This is one of the few levels in GothicDM2 where you never really get a chance to compose yourself and think about your actions, it is simply and run and fight type level. There is some excellent detailing thrown into the small confines of this level, often leaving you in a daze as you run through, trying not to die. Claustrophobes beware, this level may be hazardous to your health, but to anyone else, play it, and prepare to die, a lot.

Map09 There is something amazingly beautiful about the simplicity of this level. Although not the most ornate of levels, the Bastille still has a simple beauty that gives the level its own, unique appearance. Sure, there are levels in GothicDM2 that look better, and even play better, but this level holds a special place for me. I really can't say precisely what it is that makes me want to come back and keep playing the level, wether it is the feel of the Bastille being part of a world, or the fact that it plays well in spite of the simplicity, the level simply keeps you desiring to play it, making you feel sad when you must move on. The outcove with the rocket launcher in it is an excellent example of what makes the level so great. There are only three pillars and the railing in it, but the three pillars can become very strategic weapons, that can easily protect you from both shotgun blasts and rockets, where in turn you can then sidestep out and return fire, unharmed. So, if you are just looking for a solid level to play in, look no further than Chris Martin's Benthian Bastille, you won't be disappointed.

Map10 In this level we can observe that the architecture is based on stone walls made out of big stone blocks. Square pillars support the ceiling, and also prove to be your major obstacle as you race to defeat your enemies. The fights usually concentrate on the center, as there is more space around this area to run. In the very center you will find the only Super-Shotgun, yet the rest of the weapons are found on the side areas. This level feels like a 4x4 room, or a square, if you will. However, there are a few interesting additions. On the center portion of the main wall, there is the exit, which is lit by four green torches and has a crucifix depicted on top of the entrace. In it lies a rocket launcher and a chainsaw, along with the exit. You can see a beautiful yellowish sky through some ceiling windows. To the sides of this wall are 2 Chainguns sitting on top of some small upright rectangular platforms. To the far right and left are two entrances with automatic gates, wherein lies a shotgun and a door. Two of the four walls contain an entrance with a crucifix on top, which include each a Teleporter and a Shotgun beyond it. You can't actually get the Shotgun, since the teleporters will take you near the exit wall. The last wall has an indoor balcony with a Rocket Launcher at its center. To its sides lie to small entrances with a Shotgun and Stimpack each. Overall, this level is great for some quick and furious action. There really isn't much room to snipe, as this is a very open level.

Map11 As opposed to the previous level, this one is circular. To the side is a circular open area, where you can find two Super-Shotguns lying on square platforms, with shotgun ammo nearby, two Rocket Launchers, with its respective ammo near, and one shotgun. If you keep following the circular path, you will eventually find the exit to the left, which contains a chaingun, a stimpack, and a berserker pack. The exit room in itself contains glowing blue rectangular lights, and some of them contain moving lights which depict the word "exit". However, keep following the path, and you will come upon a big stone room which (surprise surprise!) also happens to be circular. The ceiling is made of crossing metal beams, yet between them you can see a big piece of a beautiful yellow sky. The beams spring from massive round stone pillars, obviously useful to hide from your enemy. Inside this room you can find stimpacks, a Chaingun, and a box of shells. It seems like taking the center room will give you a considerable advantage, since you have an almost completely clear view of any enemies trudging through the outside circular path. However, keep in mind that most weapons are found on that outside path! The overall architechture on this level is breath-taking. From the beautiful sky seen among the beams, to the shadows cast by the beams into the ground, you can instantly deduce that there is great quality on this level.

Map12 Did I mention that these guys kick major ass? I did? Oh well, on with the reviewing then. This level also contains stone walls and some wood, but unlike the previous two levels it also includes a large amount of metal, as the floor and parts of the walls are made exclusively of this material. You can instantly find a rocket launcher sitting on a square platform in the dead center. To the sides are two massive square pillars resting on the metal floor. Alongside one of the pillars rest two Shotguns and some ammo. This center room contains a large ceiling opening through which you can admire the beautiful yellow sky. Also, there are two entrances which, once you pass, contain many different passageways which branch off of every entrance. This tends to confuse you in the beginning as you get your bearings. One of the initial two entrances contains the only dead end, which can prove to be very dangerous, as it contains two lava pits which drain major health! Still, between the lava pits you find the exit, which consists of a long passageway which finally leads you to the exit switch. The other passageways lead you upstairs into a long upper passageway that circles the side of the level, where you can obviously get an advantage from the height. This advantage is actually doubled, since there are many places to hide on this long passageway. Weapon placement and the overall attention to detail is extremely high quality here. The BFG, of course, is very difficult to get, as it rests on a high cilindrical platform which cannot be reached by ordinary means. Other weapons, such as additional Shotguns and Super Shotguns, can be found in the upper passageway.

Map13 This level starts in the upper passageway, with a Super-Shotgun nearby. It is mostly decorated with marble walls, and also some metal. In the dead center is a marble pedestal with a Goat symbol in the ground, wherein sits a Rocket Launcher. Two switches are nearby in the opposite walls, which open secret doors leading to Plasma Rifles. An exit switch is in plain view, yet as you hit it you must dash for the opposite end to catch the entrance and the final switch. It seems that this level is constructed in the middle of a larger level around it. As you get away from the center area, you will find a big balcony with a Chaingun and a Shotgun. Big metal pillars and arches might serve for a quick hiding place. Overall, great structural work by Malcolm Sailor. His use of marble and metal to bring this level to life is just breath-taking. However, the level is so small that fights might prove to be a bit tedious here.

Map14 This level is made almost exclusively of stone. Tall pillars abound, and they all form a passageway to all directions. In the middle of two of these passageways you can find a Super-Shotgun and a Rocket Launcher, respectively. Off the sides of the far walls you can find openings to a teleporter and a weapon. There is some open space in the middle, which allows for quick runs, but most of the battles will probably be played among the pillars. This is a very short level...overall it looks a bit tedious on gameplay.

Map15 This is definitely a very well-designed level. It resembles a small castle, and is mostly made of greenish stone. You start in a small lake, then make your way upwards to an upper passageway. As you traverse it, you find essential weapons, such as a Super-Shotgun, etc. in niches. As you get to the central upper area, you can see cascading brown waterfalls, which are of course misleading. As you open a certain door, the is an arrow sign pointing down. Should you foolishly decide to go into this chasm, you will end up in a pool of damaging water, until you finally find a teleporter which will get you the hell out of there. Many hiding opportunities abound, and the architecture is really very well constructed.

Map16 This level is actually one of my favorite ones. It is made mostly out of stone and wood. Shadows and overall detail are masterfully implemented, and everything in it helps to resemble the setting of a medieval castle. Banners depicting the GothicDM cross are beautifully included on the walls, and half opened doors lead to various essential rooms. Each room is important, since they each hide a different weapon. The BFG room has very subtle, yet hipnotizing lighting. The Rocket Launcher room is a square, well lit room, and also includes extra rockets. The Plasma Rifle room is just half-lit, and seems like a worshipping center. Other weapons are included in the side walls of the main passageway. From the various gates on the side of this passageway you can see the horizon, which seems to lead to beautiful places beyond which you cannot reach. Overall, a masterfully done level, with plenty of places to hide and fight.

Map17 This level looks like a combination between a cavern and a dungeon. It's pretty much a maze, in that corridors lead upstairs and downstairs constantly, with weapons lying nearby for the grabbing. Some extra detail was put: for example, as you near a lava walkway, a small stone path appears instantly to aid your travel through it. There's even a Quake-like teleporter which you step through to go back close to the center of the level. Various doors lead to rooms with the more devastating weapons. Not many secrets abound, yet the levels feels a bit more "claustrophobic", as there is not much open space to fight.

Map18 Simple layout and beauty make this level a standout. Cardona is a level that uses good old solid linedefs and columns to make it beautiful, seeing as it has a relatively low amount of special effects built into the level. There are the upper windows in the center section, but those are probably the only real noteworthy special effect incorporated into the level. The entire level is built around a central room with columns running down both sides, and to a head at a raised stage area. The level is basically flat so there is little to throw off the efficiency of the plasma gun or the rocket launcher, instead you must deal with the large amount of columns thrown into the level. The stage area is the only real problem I had with the level. Sometimes while playing and in a hurry you can tend to get hung up on the railing and be stuck for a second, leaving you open for that entire time, the other problem with the stage is that there is both a rocket launcher and a plasma gun on the stage. This causes a player to tend to camp there, seeing as how it gives the player a clear view of most of the level and control over the two most powerful weapons in the level. Of course there is a deathmatch start at the rear of the stage, but that requires more luck than anything else. Besides the slight problem with the stage area, Cardona is a beautifully simple level that packs a huge wallop when it comes to playing it in deathmatch.

Map19 When the level first loaded, I almost thought I was playing Map11 again. But that only lasted a few moments. Once I began to play the level and move through it I instantly realized that although superficialy they make look similar, this map is much more complex. From interesting little touches like the torches in the corner, giving an impression of a fire pit, to the lone torch sitting in it's own holder, there are many small details that make this one much different from Map11. There are some things in the level I really enjoyed, such as the windows you could actually jump through, which really did alot for the flow of gameplay for the level. One moment you are running along the outer edge of the map and the next thing you know your opponent drops out from the window above you and nails you dead. The level has a big feel to it, this being unsual considering the map is actually a little on the small side. I think it has alot to do with the high ceilings and openness. This map is an excellent two player deathmatch map and would probably be ludicrus on four players, but this is definately a solid map with very few playablility flaws.

Map20 Map20 is sort of a melange of different styles: it has quite a few bits of Eternal Doom mixed in, a pinch of Gothic DM 1 design techniques, and what seemed like a very slight twinge of WotDoom. The map is quite straighforward, and follows the tried-and-true design of a doughnut-shaped room with a large room in the middle. This map can get very frustrating very fast; the columns are so thick that an opponent can easily dodge out of the way of anything you throw at him. Still, Map20 is a faced-paced and quite fun deathmatch level which gives a change of pace from the more complex ones. A great addition is a set of candelabras which must take the prize as the most complex and realistic 3D structures to date.

Map21 "Gothic" DM 2 is a misnomer in respect this level. Map21 looks - and plays - as if it were ripped straight from Quake 2. Easily the most impressive structure in this level is a gigantic facade of a building which wouldn't look very out of place on Stroggos; there are even banners hanging from its lofty rafters. The entire map feels like some sort of futuristic city. High ceilings are a rule. One of the most impressive features I found on this map was in the implementation of minor details: a lava pit was flanked by small squarish light structures that only rose a few inches from the lava, exactly like those found in Q2. Like many of Gothic 2's levels, Map21 seemed less like a deathmatch level and more like a small and nicely rounded Eternal map. Well, maybe a Quake 2 map.

Map22 Malcom Sailor shows yet again a fine example of his skill in this small, tight, but thoroughly enjoyable level. Map22 is probably one of the quickest-frag levels: the entire map is basically one curved hallway with a loop at one end. Along the way, however, are a few jumps and teleports that players can use to cheat death... for a short while, perhaps. This map would be a high-scoring match between two players, and with four, it would be an absolute bloodbath. The style of this map is unique, recalling maybe only a few scraps of Memento Mori II -- and, of course, outdoing it in every way.

Map23 Map23 feels like some sort of miniature cathedral stranded on an island. The gameplay is less tense than the preceding map, with enough room alotted so players will have a minor hunting job required to find their opponent. The most impressive feature of Map23 is a curved patio facing out onto a sea of blood, with incredibly detailed columns lining the path. Anyone who has played the Cathedral level in Hexen II will immediately feel a slight twinge of deja vu: although in different surroundings, these flying buttresses evoke the great architecture found in that true-3D game. The exit room also features a wonderfully detailed set of chandeliers, and a quasi-library comes carpeted with the best rug texture I have ever seen.

Map24 Map24 is one of the few symmetrical levels in Gothic 2: shaped like an ornate plus sign, it's perfect for a four-way deathmatch. However, Map24 looks and feels like a just-discovered map which was meant for Gothic DM 1. The style is all there: lots of stone and wood, with rivets covering every surface. Although it's a great deathmatch level in itself, it feels out of place among its counterparts, which have evolved from that seemingly ubiquitous style found in Gothic 1. GDM2 generally makes more use of smoother surfaces, and does not suffer from the cluttered feel that the riveted textures found everywhere in GDM1 resulted in. Within GDM1, this level would have been ranked with one of the best; now, it feels oddly obsolete.

Map25 The most eye-pleasing portion of Map25 are a series of wooden beams than pass overhead a hallway, supported by diagonal slats which reach down from the ceiling. The style of this level is clearly Gothic, yet defies any standard description. The gameplay is very evenly balanced, and the level is good fun for any number of players. The general layout is simplistic: a ring with a large courtyard in the center. However, minor height changes, lots of immaculate texture work, and great usage of light and shadow turn a beginners' design into a work of art. No weapon takes dominance over any other weapon in this map; a skilled player can kill effectively using any.

Map26 Map26 is another level clearly based on the medieval Gothic cathedrals. This map has a slight aesthetic problem: it's brown brown brown. Browner than Quake 1, even. This means that the level tends to blend into itself after a while, turning into a large lump of mud-colored pixels. A wider range of colors, even a few grays or greens, would have made this level more distinctive. It is very simple yet very well-designed. A large central hall is flanked by two smaller hallways, with only a few ornate (and, naturally, brown) columns dividing them. There is no place to run and no place to hide in this map, but it's large enough to work well for four players. Expect a quick fragfest here.

Map27 One of the strongest feelings I got playing Map 27 was that I was playing a sequel to one of Iikka's Gothic DM 1 levels. The layout and style seemed something of a tribute to the former Doom designer. However, the structures and texturing again evoked memories of Quake 2: this map very much seems like an alien base built into the sandstone walls of its environs. A subtle, yet very satisfying, part of this map is the simple change of the water's color from blue to gray. While not like any natural liquid I've ever heard of, it keeps in line with the "industrial" feel of the whole level and, in a way, looks very similar to the translucent water of Quake 2.

Map28 Map28 feels very much like the players are trapped inside of a military outpost in the middle of nowhere. While probably intended to be a more Gothic-themed level, Map28 actually comes off as more of a high-tech map. There are some wonderful stone textures lining the outside wall of the map, and over one of the walls, you can just barely see some sort of rafter structure leading away from the play area -- a great effect. Sort of like a slightly more complex Map25, Map28 has two cocentric rings with an open area in the middle. A good - or bad - way to get caught is to fall into a lava pit in the middle of the arena, and getting out will surely attract others and probably lead to death.

Map29 Map29 is less ornate than many of its fellow levels, but plays well. This level isn't fast-paced, but it's not a drawn-out hunt either. All the weapons are used, and the BFG specifically can be used to get some good kills. It's likely that you'll kill your opponent several times with the BFG without even realizing it, due to the strange lines of sight found in this level. The general shape is like a gigantic spiral that curves down in a large indentation in the middle. Overall, this level is very reminiscient of The Darkening's deathmatch levels, although more embellished. It's a nicely understated level that segues into the final...

Map30 It's called "Quake 3:16," and Map30 just screams Quake 2 from every pore. This level captures the essence of Quake 2's Base levels nearly perfectly, although it appears, more than anything, to be a space station. Although the main color scheme is brown and gray, there is a smattering of blue, red, and green that offsets the drabber colors perfectly. A set of teleporters use a Quake 1-ish starfield texture, and give the perfect impression of large industrial-strength matter transporters which would surely be found in such a complex. This is definitely a 4-player map; although the rooms are large, there are lots of twists and turns which complicate the matter and keep an element of strategy intact. The 3D structures in this map are so seamlessly integrated that the player, if not specifically looking for them, will never even know that they're there.

Map31 Map31 might be the only Gothic 2 level which evokes memories of S*T*R*A*I*N. The design and the texturing somehow would fit perfectly into the ADA's creation. I half-expected to see one of those big white Demon Lords come running after me. Although it doesn't look like it at first, Map31 is an extremely fast-paced level; the entire map basically consists of one long, curved hallway with a teleporter at one end that leads back to the other side. The detail, however, is exceptional, and Map31 very much appears like an underground sewer of some sort. All in all, however, this level is a little too straightforward for anything other than a quick and gory deathmatch.

Map32 This level just might be my personal favorite: it's eccentric and different, but still an absolute blast to play. The playing field is marginally cramped and the action occurs on multiple levels. Easily the most impressive structures in this level are the multiple doorways which lean slightly inward. Even though it hasn't been released yet, I was somehow reminded of preliminary screenshots of Half-Life. The main influence in this level, however, must definitely be DM4 for Quake 1 by American McGee. This level emulates everything that made DM4 great: the varied levels, the mixture of quick firefights, and even the presence of pools of lava. Plasma and rockets are practically useless on this level, however; the auto-aiming will probably throw your projectiles right into a wall.

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