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Updated 28/10/00: Shambler's recommended Quake II single player maps:

Introduction:
This is a simple list of the most worthwhile Quake2 single player custom maps/units that I would recommend, out of the 200+ Q2 custom SP maps I have played so far, along with a brief comment on each map/unit. No longer updated.

Order:
The maps/units are roughly in the order of overall quality, and thus the order I would recommend them in, though many of the top maps are of comparable quality and none of those should be missed. Please note that there are a couple of maps that are noticabley flawed in their gameplay, but otherwise excellent, and I have put these in a special section at the end, as they are worthy of mention.

Downloading:
The first map name given is the zip name. Many maps can be found at:
FilePlanet's Q2 SP section or:
ftp://ftp.cdrom.com/pub/idgames2/quake2/levels/ or:
ftp://sunsite.doc.ic.ac.uk/packages/idgames2/quake2/levels/

The list:

Angron2: "The Angron Installation"
A superb unit with 4 awesome maps. Varied but consistently great architecture, a huge amount of exploration, and lots to do - one to play for hours. Gameplay is mostly excellent, if a bit hard to start and easy to finish.

Spogsp1: "Small Pile of Gibs"
The huge and long awaited map from Spoggy, and what a masterpiece it is. A collossal 200 monster, unit-sized map, spanning bases, waste sections, very curvey tunnels and loads of outdoor sections, with a complex layout, lots of exploration, and superb, finely balanced and action packed gameplay.

DU: "Dark Undergrowth"
Guf's uber-unit, a 3 map tour-de-force of some completely original styles, using waste combined with a distinctive organic metal style. Very interesting and engrossing, with excellent architecture and designs, as well as solid fun gameplay. A uniquely styled Q2 experience.

Risc2: "The Widening Gyre"
Absolutely collossal map, and very non-linear, though some paths are more survivable than others. Great base architecture, and mostly excellent gameplay except for a very hard start and very easy finish.

Lory: "Love Story of Prince of Stroggos"
Very fresh and cool level, with a unique Arabian theme, but solid QuakeII based ideas. Very nice and original architecture, and great, well balanced gameplay too.

Alk06: "Mel Soaring 5: Ancient Rigby"
Very, very nicely style map using unique Quake and Hexen2 temple textures, with lots of curves to create an intriguing, highly original style. Quite an eerie atmosphere and some good level design later on. Continuous combat that is mostly well balanced, with some good surprises.

Jdsacred: "On Sacred Ground"
Very detailed and very distinct unit with superb architecture (in a lovely temple style for two maps) and high, but reasonable, challenge both skillz-wise and mentally. Hugely rewarding throughout, and only let down by a predictable end fight.

Heroic: "Heroic Bloodshed"
Great 3 map unit with truly excellent map design, especially the first towering and gloomy outdoor map, and the final ruined base map - these levels exude creativity throughout. Gameplay is very fair and consistently good, bar one trap, and the mission and it's excecution is done superbly.

Risc1: "What the End is for"
Gorgeous map with a unique and convincing "sci-fi/military feel", that it gets from both the fanastically lit architecture, and the exceptionally pleasing tendency for the enemy to attack in numbers - just as if they were troops, which is really satisfying. Long and involving to play, with lots of health and ammo to keep you going.

Angron3: "Squadron Sadgron 3"
Excellent and atmospheric spaceship map. Realistically claustrophobic, with very well made and consistently good designs, and a lot of enjoyable gameplay.

Cos3: "The Final Objective"
6 map unit set aboard a Strogg ship. Some good architecture and very interesting and diverse level designs, though texturing and lighting doesn't match the actual architectural quality. Gameplay has some neat ideas that fit into the map's theme, as well as some quite entertaining combats, well balanced for the most parts though a few sections are annoying.

DDB11: "Deaf, Dumb, and Blind"
Good, solid, well made unit. Some excellent designed and original outdoor sections to start and finish. In between it's a more normal Q2 style, with other good designs - and a great skybox - though some plainer sections. Gameplay is solid throughout, and well balanced in this version, though it could be more inspired, however good exploration and secrets keep it interesting throughout.

Blockade: "The Blockade"
Hugely meaty and solid map, excellent architecture, very satisfying size, and consistently good gameplay, whose challenge rewards both boldness and skillz. Excellent allrounder.

Wait: "Waiting to Die"
By the author of Herioc, it excels in all the same areas - creativity, architecture, map design, mission and gameplay, though it is somewhat spoiled by a couple of hard-to-survive fights (save the Quad, don't pick up the YA in the final room until you are ready). Those aside this is a varied, well themed and excellent unit.

SPB1: "Saving Private Bitterman"
One of the coolest missions in a Q2 map, this is a prequel to Quake2, and fits in perfectly. Architecture is exactly what the mission dictates, and has a very neat feel to it. Aside from a couple of awkward Tanks, gameplay is equally great throughout.

Strike: "Retaliatory Strike"
Cool and creative mini-unit, with great lunar outdoor sections, varied and interesting designs, and good well balanced gameplay with a well set up ending.

Hexq2: "Hexorcism"
Very cool medieval style map, with a great theme. Appropriately styled architecture and designs, all very interesting, atmospheric and good looking. Gameplay is hard to start and semi easy to finish, but good aside from this.

Bario: "Production Complex"
Massive unit with literally hundreds of enemy, it takes ages to massacre your way through this one (though the challenge is always reasonable, and enjoyable), and is therefore very satisfying. Architecture and theme varies, but is always good, impressive and well designed, though sometimes it lacks purpose.

Fin1b4: "Waste Treatment Plant"
Delightful waste themed map, very nice architecture, with consistently great gameplay. No frilly extras, but it doesn't need them - just a fine map.

Cr8redge: "Crater's Edge"
Another great waste map that excels in the same areas as Fin1b4, though with quite a different style - just a great map.

Wulfhere: "The Search for Wulfhere"
An unknown map in the DM section, but with 30 monsters to provide entertainment. An unusual and attractive them, with some lovely designs focused around a great main room. Though the combat is sparse, it's a pleasant map with a good fun end fight.

Botb: "Belly of the Beast"
The largest map pack made - 13 maps including demos, scene setting maps and a whole lot of custom malarkey. Obviously a large variety of maps, mostly very good, with some novel and interesting designs (though careless lighting). Good gameplay too, again with some clever touches, and not too hard.

Sgc10: "Operation Scorched EarthII"
Nice 3 map unit, much superior to Sgc9 due to the much better gameplay. Some nice complex designs, and some good outdoor areas, with a fair bit of back tracking. Good consistent gameplay too.

Chemp: "Chemical Plant"
Two solid and satisfying maps, with a good mission and great attention to detail. Gameplay is good and has a great balanced challenge, architecture is good and very fitting, with one exceptionally lit room.

Batf: "Back at the Front"
Big 9 map unit, generally good maps, with some great ones. Solid meaty gameplay the whole way with plenty of enemy.

Spf: "Saturation Point"
3 map unit with a varying but always fitting them. Lots of exploration which is very pleasing, gameplay is good and balanced, though tough in places. Overall a solid unit.

Drill: "Final Drill"
Marty Howe's final map, and a jolly good fun one in the mine theme. Good gameplay, and great designs, as usual.

Bshrine: "The BloodShrine"
Very cool idea that blends Quake2 with the Quake1 "metal/runic" style to produce a unique and convincing Strogg temple. This idea, combined with the focus of your mission, provides lots of interest, while gameplay is usually good, and excellent to finish, though there are a few rather awkwardly situated Tanks.

Touch: "Touch Down"
Mostly outdoor map (which is nice) with a fine exploratory feel to it, and decent, solid architecture, and gameplay that varies a lot in situations, but is aways good. The ending is a bit abrupt, though.

Bullet: "Bullet Ballet"
Smallish map, with a very distinct start map, that is full of atmosphere. The main map has Marty's unique and excellent arhcitecture, as well as solid and meaty gameplay. An ideal map to play before the next one.

Contact: "Full Contact"
Another Marty Howe special, no mission, just great architecture and hardcore gameplay. The problem is that it can get a bit too hardcore - not overwhelming, just repetitve, and unfortunately there is a bug that allows you to not get the chaingun - frustrating. Good, but not inspired enough.

Alcatraz: "The Rock"
Simple, largish map in the Jail theme with adequate, but not impressive architecture. However gameplay is hardcore with lots of monsters, lots of weapons, lots of ammo, with low gravity furthering the fun.

IAO: "Infiltrate Adapt Overcome"
Another waste map, with a sort of outdoor/hangar map to start. Both are very good and very involved, with fine challenging gameplay, though the ending is a bit confusing, and rather easy in terms of firepower.

EE: "Earth Embassy"
Nice map with some different touches, set in part in an earth embassy, surprisingly enough. Architecture varies, but there are some nice outdoor bits and it's all pretty decent. Gameplay is good fun, though the sparse ammo provides some food for thought - there is just enough, which is good.

Ldos: "Last Days on Stroggos"
Large, involving unit with some good designs in places and decent build quality, though inconsistent architecture. Progression has a nice feel to it with some puzzles, and despite the odd laser beam nonsense, gameplay is fun and well balanced throughout.

Clean: "Mission Cleansweep"
Simple but elegant map, with plain but very neatly done designs. Focuses firmly on the combat, and it's damn good all the way.

Savior: "Citizen Abel 2 - Bargain Bin Saviour"
Unusual little unit with some nice architecture in a subtely real world style, some neat gameplay and clever touches, and sense of humour too. Rather interesting.

Deadline: "Deadline"
Biggish unit with plenty if exploration and involvment. Architecture and lighting varies, but is often good, and the layouts are good. Gameplay, until the end, is great, not overwhelming, just good fun, with some challenge.

Nailbomb: "NailBomb"
A varying unit through palace, warehouse and outdoor styles, with a superb last map. Equally the architecture varies, but is often good. Gameplay is good, but there is a severe ammo imbalance in the last map - you may have to avoid enemy until you finally get the railgun.

Infil: "Exterior Infiltration"
Very cool map design from Marty, with some lovely architecture, and lots of clever ideas. Sadly this is let down by gameplay that is verging on being great, but is just that little bit too hard throughout, a fact not helped by the clever, but frustrating start.

Age: "Age of Panic"
Sizable unit, with a rather different flavour that is much more Quake1 than Quake2, whether this is good or bad I am not sure. The architecture, with it's own unique style is definitly good, while the gameplay varies, often good, but sometimes frustrating.

Yspq6: "My Last Flesh"
The final level from the prolific YooShin Yang, and defnitely his best. A sort of Strogg temple, it is fairly small and simple, but pleasing and well balanced. Like Age, it tends towards a more Quake1 atmosphere, with unusual, but good architecture and gameplay is fine.

Alk04: "Mel Soaring 3 - Tomb of the Makron God"
Another Quake themed map, with some interesting tomb architecture and textures and a good layout. Gameplay is challenging, with good monster positions and usage, but spoilt but too little health and strange ammo balance.

Pdream: "Pipe Dream"
A simple map that is slightly reminiscent of Q2DM8. Plain architecture, but well made, and well finished. The gameplay stands out though, excellently set up and balanced - good stuff.

Remains: "Remains"
Nice palace like map, with some great arches and nice looks. Kinda linear and predictable, but still plenty of fun.

Avarice: "Avarice and Hatred"
Solid, classically designed unit, that is nothing special or innovative, but is well made and provides satisfying Q2 gameplay.

Mpqu1 "Bad Seed"
A small and quite involving unit, with a variety of situations, good and appropriate architecture, and good, solid gameplay throughout.

Foe1,2,3: "Forces of Evil"
A well renowned series, starting with Earth architecture, which fits well due to a good story, and progressing to an excellent space base, which is excellently designed. The gameplay is mostly excellent, though it's easy in the first map, and the very last conflict is just terrible - aside from that, very worthwhile.

Moutpost: "Military Outpost"
Quite a good, solid and meaty level, with standard but good architecture. Gameplay is quite unbalanced unless you find secrets at the start - if you do then it's fine.

FA: "Final Assault"
A nice map, combining varied styles - some excellent, some a bit bland. Nice architecture in places, and a great use of moving scenery, as well as fun gameplay.

BFGhunt: "Fluid Control"
Quite interesting level with some good large scale architecture, and plenty of exploration too. Good tough gameplay as well, though the end is stupid.

TRS: "The Relay Station"
Big level in architecture and monsters. Solid and consistent architecture, with some impressive touches, and a good mission. Gameplay is good, and tough until the end when it slacks off. the problem with this level is that it runs rather slow in a couple of rooms, so you need a good PC.

Starspq3: "Starseed 3"
Nice level with a distinctive Quake2 atmosphere, it feels like one of the original levels, with good architecture, an interesting layout and fine gameplay.

Murk: "Wellspring of Murk"
Interesting level with fresh custom textures. Can be confusing in layout, but progression is interesting. Architecture is decent and well made, and gameplay is good fun.

S_laser: "Strogg Laser"
Fairly old level with a nice style and plenty of variety. Architecture is fairly rough but good in a few places. Gameplay is also good, though marred by a frustrating lava sequence.

Sltrship: "Slaughter Ship"
A vastly overrated level, but still quite good. Some aspects, like the exploration, and particularly the stunning outside of the ship are very pleasing, but this is let down by some superfluous details, often bland architecture, and gameplay that is good, but not special.

Sody: "Space Odysseys" (And Sody2, and Sody3)
Largish unit, lots of variety, and plenty of clever ideas. Architecture varies, usually good with some very inspired areas. Gameplay is good for the most part, but sadly spoilt by a few ludicrous situations, that are impossible to fight first time. Good apart from that.

Homage: "Homage to Mars"
A mostly accurate conversion of Doom Episode 1!!! Surprisingly fun and well made, it's really rather enjoyable, even if original maps would be more impressive.

Maps with a specific recommendation:

1964: "1964 - Echoes of the Past"
(On Easy/Medium skill only. NOT RECOMMENDED on Hard skill under any circumstances) The gameplay in this unit, on Hard skill, is fatally flawed: there is not enough ammo to complete the unit, there is too little health, and most of the combat situations are very poorly set-up to cause maximum frustration - DO NOT play this on Hard skill. This aside, this is a truly stunning unit, with hugely varied, yet consistently excellent architecture, and an awesome atmosphere, as well a very creative design. The mission and theme, though unique, fit well into the Q2 ethos, with a surreal twist. It is a great pity about the gameplay - if the gameplay had been reasonable, this would have been THE best map.

Psph20: "The PowerSphere Quest"
(For a minimum of 4 person co-op only. NOT RECOMMENDED for any less people, preferably more) This is a level specifically designed for co-op play and should not be played with less than 4 people - A friend and I played it, and though gameplay was very reasonable, there was a consistent lack of ammo, even with two people, forcing numerous deaths just to recollect weapons. So I only recommend you play it with many people, and forget about staying alive. This aside, this is an awesome unit, with architecture that varies between good and just plain incredible, with some particularly impressive outside areas with colossal overhanging rocks. Layout is also superb, and there is much exploration to be had on later levels. With the simple addition of more ammo, this would be just behind 1964 as one of the very best units.

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