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Official Quakewiki Video - Quake - Aftershock for Quake - The Keep

2015-04-28 32 Dailymotion

The Keep is exactly what it says on the tin, a multi-structured building that appears to be a Keep. Well, at least they got the naming correct!

This level is pretty large, especially in comparison to the large number of test levels and short deathmatch levels we have touched recently. Surprisingly there is only eight spawn points, though ridiculously large levels are not that appealing when playing smaller games, meaning it is nice to have some balance.

While the level looks attractive, I am not sure if it would play well. There seems to be a sort of linearity to the level. The bottom floor has only one ramp to leave, the ramped section has only one doorway to leave, and the Water based area requires you to walk through the length of the keep to be able to reach another pathway. There is nonlinearity within the sections due to their openness, but the sections themselves are quite linear.

Open based design seems to be rather popular, which is ironic when the original game's design was entirely claustrophobic. As stated numerous times before, the Rocket Launcher is the only gun that is highly useful in these types of levels. There is only one Rocket Launcher, found on a platform that you can either spawn on (as we do in the video) or use a hidden teleporter (as I do later in the video). Combined with the Quad Damage being located nearby and a total lack of Armor, you can see how a lot of sections of this map can be rather pointless.

There is no rational reason to go to the ramped section. Double-Barrelled Shotguns and Nailguns will be pretty fruitless here, while the only Rocket ammo can be found on the platform and on the lower floor.

The lower floor could have some potential use. As stated before, it has some Rocket ammo, plus it has the 100 Health. On the other hand, it could be completely pointless to go to the Water section due to the Thunderbolt (limited distance doesn't work on these maps), Ring of Shadows (easy to detect by experienced players), and Biosuit (only useful in the Water section) being the only things of interest.

We also get a Level Exit, which is definitely odd for a Deathmatch level (I don't think we have seen one since 222x3). This Level Exit is rather different from anything we have seen, being closest to the End Pedistal but being more of a simplistic platform around a triangular shape. We get a exit sign above the shape, though it is entirely impossible to read. The only reason you could be aware that this was the exit was either due to recognition of the texture or the general idea of an exit sign above a door in a similar fashion.

Overall, this level has a nice look and definitely is one of the more attractive levels we have played. However, this level is also extremely linear and lacks much motivation for movement, meaning that gameplay could heavily suffer as a result.