You're the only one left from a team consisting of 6 men sent for a mission to infiltrate and destroy every Strogg to be found in their primary base. We have detected several huge life forms inside the base, be carefull soldier, or you will face the same fate as your collegues...
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* To get an important key you must defeat a rather nasty enemy. * Watch carefully, this mission ain't over, untill its over... * You got some nice tips for Final Absulation? Send them to us.
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Do I have to pimp a MarTim level? As great as its older brothers, this one lives up the rep! "Kill all base personnel then leave."...Yes Sir!
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Here is the MarTim team's latest & greatest (that sounds good, doesn't it? ;) map, Final Absulation. All their maps have been great... And this is no exception. SP, Coop and DM. This one is quite small... But that doesn't matter, because this map has great architecture, weapons placement, balance, lighting... Also, there are four secrets that will come quite handy when fragging your friends. This is another masterpiece by MarTim, which you just have to play.
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-The Mapzone-
"The MarTim Team" just keep rolling out great levels and you will see this one is no exception. It's a little small on the scale of levels but it packs a big punch and will also prove to be a good deathmatch level as well. I tried it out with some Eraser bots and had a real good time. This solidly built level is a good representation of their classic style. It will be a good fight from the beginning where you will immediately be detected by a guard to the end where you will have to kill the last big Strogg to make your getaway. Throughout the entire there is great monster placement and the items will be in all the right places for a good balance. There are 4 secrets to find and they are all quite rewarding and you will definitely be glad to have them. You will need most of your skills and cunning to make it through on the hard skill as there is just enough health ammo and weapons to get by on. The mission is rather simple, kill or be killed and then get out of there! I'm sure you will thoroughly enjoy this level so get it now!
Paul , A World of Quake II
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Final Absolution (martim15) is a prime example of how even a veteran mapping team can improve. I've not seen one bad map from these guys, and each time they release a new map, the improvements are amazing. Tons of effects dwell here, from exploding exhaust vents to continually screaming Strogg as lava overcomes them. Gameplay is balanced very well, architecture is superb, and the fun factor is first rate. There's nothing stopping you from downloading, is there?
Trespasser!
The introductory F1 to this level is terse and basic, but informative, and both the origin point and the CD track selected fit the level well. the architecture in this level runs mostly toward the basic end of the scale -- somewhat plain and unornamented -- but the texture application more than makes up for this, adding detail to what would otherwise be fairly bland. some interesting architectural touches, too, like the platform that uses lasers as a drive mechanism, and the pop-up turrets in the second room. (would have been really cool if those security turrets would have had a background noise, though...) some slowing was noted in places, however. lighting has been done adequately, with plenty of light available in most areas and not very many deeply-shadowed areas. most light has a visible source as well, though i didn't note too much colored lighting... either it was subtle or i'm color blind. could be both. the flow is linear and the pacing is good, if not great; some monster placements (i.e. the gunner up by the ceiling fan could never hit me with his grenades) left a bit to be desired. also, the level is very very tight on ammo, so shoot straight or die, soldier. i could have wished for the super shotgun instead of the chaingun. monsters drop appropriate items when killed (most, not all, of the time), and there's enough health lying around if you look closely. secrets are hidden well, and you'll be glad to have found them; i loved the grenade launcher secret. the endgame has been done well, with a logical leadup and conclusion. some nitpicks: the "marine killer" machine was wildly out of place for this theme; no messages on the machine gun cage bars and force fields; the noted slowing was very bad in spots; doors slid open had no side or bottom slots; and there was really no explanation why activating the pumps opened a door. a good, strong, enjoyable level from the MarTim team, and one i can finally give the TLKA to! nice work.
Crash
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