You're sent in to eliminate all
resistance in this alien base situated right here on Gods green Earth. And
what do you do? Well, you go in and kill everything in sight that growls or
shoots at you!
The base is made up by a centered
start-room from which four hallways leads into different bigger areas
literally filled with furious and angry monsters. So you go into one room
and kill every damned monster inside, grab a key, return to the start-room,
find a matching door etc. (not marked!) It's been done before and is the
safest way to make a non-linear gameplay that works. Not very exciting, but
The look is mainly characterized by
the colour green. This is because 90% of the textures and flats are marble
and gstone etc. This also has been seen hundreds of times before. It never
gets boring or anything, it's just that big and long walls which make up a
room or area gets tiring to look at when they have been overused with
different variants of marble wall textures. Marble textures is in themselves
pretty detailed thus causing them to be "the beginners" favourite.
Catastrophe simply has too much of it making the good effect virtually
non-existing. The few new textures look nice and adds that extra something
to those dark and scary underground hallways. Nice effect also with the fact
that they're haunted with Spectres; a good mix.
Catastrophe is actually quite a
beautiful level to look at. There's plenty of detail and every part of the
level has a little extra effort put into it. However, it's those
"simple" and often used tricks with the architecture which
everybody can make thus making Catastrophe look plain and like most other.
It's a good thing though that Richie really has tried and not just left a
hallway with only four walls and a door, because that's NOT the case.
I liked playing it, but it shows
that this is one of his early maps. Catastrophe shows us a lot of talent and
is recommendable for it's fun and "virginity"......