PropertyValue
rdfs:label
  • Episode 3: Descent into Horror
rdfs:comment
  • File:Quake1.gif <default>Episode 3: Descent into Horror</default> Game Previous Episode Next Episode Levels [Source] Episode 3: Descent into Horror or Descent into Horror is the third of Aftershock for Quake. Being the final Episode of the Single Player campaign, this Episode was intended to be very difficult. The documentation for this Episode specifically warns potential players that this Episode is not intended for novices. It consists of five levels total. All levels were designed by Greg MacMartin.
dcterms:subject
dbkwik:quake/property/wikiPageUsesTemplate
abstract
  • File:Quake1.gif <default>Episode 3: Descent into Horror</default> Game Previous Episode Next Episode Levels [Source] Episode 3: Descent into Horror or Descent into Horror is the third of Aftershock for Quake. Being the final Episode of the Single Player campaign, this Episode was intended to be very difficult. The documentation for this Episode specifically warns potential players that this Episode is not intended for novices. It consists of five levels total. All levels were designed by Greg MacMartin. This is also the only Episode to have a plot, created by Greg MacMartin. The story was designed in such a manner to lead the player to believe that a sequel will be released, which Greg MacMartin promised to create if enough people e-mailed him. As Quake 2 was already in pre-production, he did ponder waiting for the second game. Greg MacMartin stated that he was rushed during the development of this Episode, as well as everything else that he was involved with in regards to Aftershock for Quake, as it was completed in one and a half month. The designer stated that he would take a bit more time on the sequel, focusing on enhancing several portions that were weak in this Episode. Due to time constraints, he felt there were not enough Secrets and Hazards; in general there were not enough levels or Secret Levels in his opinion. As he did not have time to do much testing, he felt the balance in these levels was also lacking. Another thing he wished he had time to add was more detail to the textures, such as signs and other wall art that would serve as eye candy. Usually, the End Tunnel would be blocked by a Gold Door to signify that the player would be entering a new level upon entry.
is Episode of
is wikipage disambiguates of