Our very first Single player level for Quake II, be sure to read the little storyline below! Good luck, soldier... you'll need it.

You're trapped in a sewage facility, you'll have to fight your way through many enemies to first open the door to the control center. From there you can drain the tank to reach the sewers. Then find a way to the roof where your trusty spaceship "KITTY" is waiting to take you home...


*MarTim 12 support 3 skills, be sure to choose whisely...
*There are a lot of snipers-enemies in this level, watch out!
*You got some nice tips? Send them to us.





Watch out! Be afraid... be very afraid View of a ventilator Duck, damned, duck!


Raw Sewage - One of my favorite level-design teams comes through for us in their SPQ2 attempts...this level is terrific! The lighting is done to perfection and the play requires you to perform several actions as well as defend your butt along the way. Very good job!




WOW is all I can say about the architecture in this level. All of it is really quality stuff. It has a very different feel to the id maps. For a start all the nice colourful textures are used. The use of textures aren't just what separate it from the rest of the id maps. The monster and weapon placement reminds me of "classic quake". As the monsters are not packed tightly into one room but nicely spread around the level. The mappers who worked on it have also paid great attention to detail with the fans over head. And when you drain the slime from a room you see the slim level drop through the transparent door. All of it is really excellent. As I don't have a 3dfx card judging by the 3dfx shots on the MarTim page I'd say this thing would look incredible with coloured lighting. I cant wait to see what else these guys do, go download this now!

Rating 9/10

ChRoMe , Strogg's Surveyors



This map is great, just like all other maps from the MarTim Team. Great layout, weapons placement and architecture. Good colored lighting. What are you waiting for? Get this map NOW!! This is also a great singleplayer map.

Cool award from the mapzone!

-The Mapzone-



The is the first MarTim level for Quake 2 and shows a lot of promise for any future levels they may make. You will start just above a sewer in the control area and fight your way out. The monster placement was good and the game flow was pretty smooth but the end seemed to be just a little abrupt making me want a little more. I thought it could have been a little harder but was still a challenge and a lot of fun the way it is. You will find there is just enough ammo and health to get the job done so don't waste anything or you may find yourself quite dead. This level should prove to be pretty good in deathmatch on a lan also with 4 player starts. Grab it and have fun.

Paul , A World of Quake II

Killer Map


This level starts off in a very familiar way -- id-style, at the back of a 2-door tunnel. no F1 in this level, however. colored lighting has been used well; colors are appropriate, and blend well. this level is one of the more id-like in lighting, scale, texture usage, and structuring; it would be easy to believe that this level is one that, for whatever reason, didn't make it into the final cut. flow and pacing have been done well, but the monster count is a bit light, leaving the player to walk through largely-empty areas admiring the architecture. item placement has been applied with a deft touch; there is just about the right amount of everything, and the weapons you're provided match the combat situations well. this level's exit is unmarked. all in all, a good, solid level, but for whatever reason, it doesn't have a lot of "life" in it. with some work on theme, and maybe a bit heavier monster population, this would have been TLKA material.

end left1*1*1*end right
-Crash-



This level, the first MarTim single player level for Quake2, is a sewer-type level (hence the name). You have to drain the sewers to gain access further down. The architecture was pretty nice, with little things to add to the decorations. Colored lighting seemed to be pretty well used as well. Design was fairly good, although it was nothing really special. It wasn't too awefully difficult, with just the right balance of guns and monsters in most areas. The lowering slime effect was cool (then again, after being a Quake1 mapper for so long, I'm a sucker for that kind of stuff...) Overall, a great level, another great work from The MarTim team. I look forward to future levels by them.

Architecture: 4.5
Fun: 3.5
Design: 4
Overall: 4

Zedek , The level Zone


Download MarTim 12 now!

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ftp.snt.utwente.nl

 

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