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Official Quakewiki Video - Quake - Aftershock for Quake - KYSENTY2

2015-05-26 18 Dailymotion

Well, this level is pretty painful. I apologize, as I tend to do from time to time, for the areas I needed to speed up in order to survive the chaos that the level throws at me.

Basically, the first room has a Spawn behind you which requires you to run forward before attacking it (otherwise you will be killed in the shock radius). Doing such tends to cause the Spawn to also fall to the lower level, where in attempt I managed to get it to infight with a couple of enemies, meaning I didn't need to worry about handling many of the opponents.

Ammo is a serious issue in this level, at least at certain points. In the multiple playthroughs of this level, I never reached a point where I was unable to do anything due to a lack of ammo, though I did run out of ammo at one point in this video, killing the last enemy in the room with the last bit of ammo I had.

There is quite a few Shamblers in this level. I tried to get them to infight with some stuff to conserve ammo, but that strategy didn't really work well (I am not really the master of infighting and tend not to bother with it if ammo is available, I usually tend to injure myself a lot to get enemies to attack each other) so I just killed everything manually.

Oddly enough, we get a Teleporter in this level which leads to the starting room near the end. It could be somewhat useful for Deathmatch purposes, especially as it is the only way back up there, but the general linearity of the level (with only one room off the beaten path) makes this level relatively unappealing. Two weapons that were broken in the Single Player release due to bounding boxes (not due to intent, which means no new video for the Deathmatch edition) appear in the Deathmatch version.

Also interesting is that the final room has a Thunderbolt and Double-Barrelled Shotgun that are virtually pointless by the time you get it. I rushed the section in the Water mainly to get rid of the Spawns, I like to get rid of them before they start attacking me, and a Quad Damage/Pentagram combo is too good to pass up.

Overall, this level is okay. I can't think of anything relatively abysmal and it offers a decent amount of challenge, but it also doesn't really have much interesting stuff. Unlike many other levels we have seen lately, there are no glaring bugs (there are plenty under the hood of things that should have been in the level) and a defined level exit. The level can basically be described as cramped corridors and large rooms which spam enemies at you. I will say that this level could offer a bit of entertainment due to the Ammo shortage and swarm of Enemies, but there is no real memorable portion of this level nor is there anything which someone should hunt down this level for. If you have Aftershock and happen to already have all these extra levels installed, boot it up, but otherwise you aren't missing too much.