File:Quake1.gif Introduction (Aftershock) Game Episode Designer Level Editor Soundtrack Level Theme Previous Map Next Map [Source] Introduction is the starting level of Aftershock for Quake. This level is a hub level, made only to link to other levels. This level is made to be very similar to Quake's Introduction. Note that this level does not reset the player to 100 Health, 25 Shells, an Axe, and a Shotgun like the base game would do. Instead, the player's Health, Ammo. and Weapons get carried over from the previous like a standard level.
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| - File:Quake1.gif <default>Introduction (Aftershock)</default> Game Episode Designer Level Editor Soundtrack Level Theme Previous Map Next Map [Source] Introduction is the starting level of Aftershock for Quake. This level is a hub level, made only to link to other levels. This level is made to be very similar to Quake's Introduction. Note that this level does not reset the player to 100 Health, 25 Shells, an Axe, and a Shotgun like the base game would do. Instead, the player's Health, Ammo. and Weapons get carried over from the previous like a standard level.
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| - *E1M1: House of Desolution
*E2M1: ..Ambush?
*E3M1: The Surface
*DMAS01: Basin
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| - File:Quake1.gif <default>Introduction (Aftershock)</default> Game Episode Designer Level Editor Soundtrack Level Theme Previous Map Next Map [Source] Introduction is the starting level of Aftershock for Quake. This level is a hub level, made only to link to other levels. This level is made to be very similar to Quake's Introduction. Note that this level does not reset the player to 100 Health, 25 Shells, an Axe, and a Shotgun like the base game would do. Instead, the player's Health, Ammo. and Weapons get carried over from the previous like a standard level. Similar to Introduction from the base game, the player chooses the Difficulty. Easy consists of a corridor of metallic archways leading to a small staircase. Normal's hallway has a wooden bridge that crosses over a pool of Water, with a metallic divider on the opposite side that must be walked around. Hard starts with a long staircase and eventually brings the player onto thin strips of metal over a pool of Lava. Nightmare is visible to casual view, unlike in Quake, and involves a perilous drop over a pit of Lava. The entrances are less polished than the base game, being placed in identical rooms. They are all accessible from a large central room with two large torches. All are reached via a new called a Transporter. Completed are not barred off, meaning a player could replay the as many times as they desire.
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