File:SHAKE2! (Aftershock)

Description
By now it should be quite a familiar sight to viewers to see a level that is considered to be Supported and not Multiplayer only due to the choice words "Yes. No monsters though". The usage of this setup isn't surprising when this is the second level by the level designer, the first being Crypt'o'Death (the less modified Aftershock version, not the Dark Hour one) which also had a similar setup.

This level is intended for Shareware apparently, so it should come as no surprise that there isn't any Thunderbolt. There also aren't any powerups, not even a 25 Health, which of course is usually the sign of a subpar Deathmatch level.

Double-Barrelled Shotguns and Nailguns are pretty plentiful, the latter even has one on a thin staircase. The Super Nailgun is in the middle of the map, though I don't find it to be that useful in Deathmatch games without a Quad Damage. As usual, the explosive based weaponry will be the most sought after, especially the Rocket Launcher. The aforementioned weapon is found on top of a linear bridge, which poses some risk but also allows for a quick escape after retrieving the weapon. The Grenade Launcher is more cruel, basically being thrown in a room with only one entrance where your best hope to kill anything is to lob grenades between a nearby grating.

The area near the Rocket Launcher has a pointless platform. I guess it could serve some strategic purpose to ambush players or as a way to Rocket Jump (which is of course foolish here without Armor/Health) to the upper platform. I just can't see much worth in the platform beyond the fact that it looks like it should contain something.

Two spawn points in Multiplayer are in the exact same spot, which of course means unfair Gibbing in larger matches (we are told it supports 16 players, which I highly doubt based on size and spawn location number).

While gameplay appears pretty flawed, I do feel that the level does a decent job of brush work, especially since it only uses four textures. We have plenty of places with a visible sky, detail brushes extruding surfaces to make it more complex, and some pillars and whatnot adding further detail. The level doesn't have any real memorable sights, it is basically made up of two floors of corridors and bridges, but it does stand out in comparison to a lot of the other levels we have played which do not put in any effort for details.

Overall, the thing that is most important, gameplay, is entirely lacking. We have no powerups and the weapon that could best combat the Rocket Launcher is in a location that makes the Rocket Launcher appear quite easy to retrieve. I appreciate the effort to detail, but the general corridor design and repetitious use of the same details make it a rather forgettable feature. Most of the review was written in a Deathmatch perspective, but there is still ambiguity and an apparent but pointless expectation that it be played in Single Player. A little bit prettier than some of the things we have seen, but definitely not the gameplay needed to make a good level.