File:Q-Palace By Felipe G. (Aftershock)

Description
Another level by the mysterious and unknown Felipe G. that loves throwing his name into the level name. Sadly as no level so far by him has included a Readme, that means we have little more than a name to go by, even though that is basically most of what we get for most level designers.

This level seems oddly familiar. I am getting vibes that this level is similar to Gavin's Playground (DMAS07). Both are basically made up of three sections. The first, the courtyard, have a square-like block near the entrance and the Double-Barrelled Shotgun in a remote side. The block isn't a level exit here, but a container for a Yellow Armor, while the Double-Barrelled Shotgun is now even farther from everything else which makes it almost entirely useless to try and obtain. Similar to before, there is a windowed section on one side of the building, the exterior of which is absolutely pointless.

Ammo is a lot worse in this one than in DMAS07, there is only a box of Nails in an oddly inconvenient spot. Note that there is no Super Nailgun and that it is quite likely that the person with the Rocket Launcher would easily dominate the map. Unlike DMAS07, there is no hidden Teleporter to reach the roof as well as no Pentagram/Ring. This level feels like an even cheaper version of DMAS07, if that is even possible, in functionality. Oddly enough, in looks, I would say that this level looks somewhat better than DMAS07, especially with the arch and sky texture of the courtyard.

The lower floor is somewhat of a hybrid of what we saw in DMAS07 between the two interior sections. To the left is the Grenade Launcher corner, like the upper portion of DMAS07, though the geometry is a lot closer to the lower portion. Going by the lower portion, the left side is still underneath a pair of bars in the ceiling (though this time you can't get to the top of said bars). The right side has the aforementioned windows, plus a Nailgun, though this time it is placed more in the middle of the room behind a pillar.

Instead of an invisible Teleporter in one of the corners, we get a "Water Elevator" (remember, we can't officially call it that) that takes you to the upper floor. Most of the upper floor is symmetrical to the lower floor, like DMAS07, with the useless set of Nails in the corner closest to the Water Elevator. The only 25 Health is in this room, plus a nearby doorway leads to a platform overlooking the Exterior (it is shaped similar to the Pentagram section of the roof in DMAS07, though the lighting is a lot better here). The exterior holds the Rocket Launcher, which of course means it could be a nice reward if it wasn't for the fact that it is basically the control factor and can also allow for easy restocking via Rocket Jumps. In fact, once you get the Rocket Launcher, it basically is a matter of rushing to the Yellow Armor and then Rocket Jumping back up to gather the 25 Health.

As I suggested in the previous paragraph, this level is a lot like Felipe G's previous map, it is too easy to control. If anything, I think the balance is even worse here than in Base, as you don't even need to travel to restore Health from the control point while also remaining confident that nobody else will be able to heal. Combine that with a collection of weaker weapons and a Grenade Launcher that probably would have trouble reaching the upper floor, it is extremely easy to control this level.

Combine the terrible linearity of DMAS07 with the terrible balance of Base and you get this level. As I wasn't a big fan of either of those levels to begin with, it is pretty evident that I find this to be a terrible map.