File:Outskirts of the Nuclear Reactor (SP, Aftershock)

Description
This is definitely far from my favorite custom level for Quake. I also apologize if I appear to be moving a bit faster in this video than my normal pace, the level can be generally hectic. I am not exactly a fan of this hectic nature, feeling you should have a start characterized by rest prior to the bombardment of Enemies.

Upon starting the level, you will be assaulted by 3 Scrags and 2 Zombies. Due to the close proximity of stuff in this level, it is extremely likely that you will call the attention of another 2 or 3 Scrags. To survive in these tight confinements with barely 25 Health (there are only three in the entire level), it is important that one of your first actions is to grab the Yellow Armor and Double-Barrelled Shotgun.

I spend a bit of time taking out as many Scrags as I can, but it is inevitable I would run out of Shells. Due to the chaos of the moment, I didn't feel like climbing the walls for the Nails, meaning I focused on rushing downstairs to retrieve the Super Nailgun to take out the rest of the swarm.

To get the Super Nailgun, you need to collect a Biosuit and dive into a pool of Slime. I rushed to eliminate the Scrags in the vicinity (I have learned from experience that leaving them can cause a painful return journey) before heading over to the Thunderbolt (I landed on it). The reason I rushed was because the Biosuit reduces the damage you take from Lava, which is necessary to enter to leave the Thunderbolt room. Between the Lava and the falls every time you return to the starting room, expect to take pain even if you are a master at evading Scrags.

I then had to eliminate the Zombies by retrieving a Grenade Launcher. I am lucky to have transparent water in GlQuake, I am unsure how you could determine the position to drop in Software mode. I also grabbed the Green Armor at that time (I didn't get to show off what type of Armor it was in the video beyond the numerical value after taking it). Finally I could rest after killing the Zombies.

Overall, this level focuses too much on rushing to grab stuff, meaning you have to be aware of their locations and the level's geometry prior to actually playing if you hope to survive. A Nailgun and another 25 Health were supposed to exist, but both fall out of the level on start (a common issue in Aftershock levels apparently).

This level may appear to be not that enjoyable, but my least favorite portion has yet to be mentioned. To get to the upper portion of the map with the Rocket Launcher, you need to perform a tricky maneuver. As the Scrags basically get alert on starting the map, there is really nothing to kill or any other reward to receive. Note furthermore that there is no Deathmatch mode, meaning the Rocket Launcher is virtually pointless (due to the existence of the more accessible Grenade Launcher).

The tricky maneuver has caused me a lot of stress to figure it out, plus I at one point was debating if it was possible to even access the Rocket Launcher. I was trying every form of run and jump, even using a bunch of circle strafes to try to give my character more air time. The answer is pretty simple, but it took me time to learn exactly what was needed to be performed. In the hectic nature of the level, that wasn't exactly what I was in the mood to figure out.

There is a slight curve at the top of the sloped surface that allows you to perform a running jump, then moving at an angle to reach the Elevator. I find it a lot easier to use the side in the video (as compared to my walkthrough) though both are entirely possible and it possibly comes down to personal preference. Even when you know what to do, expect it to take a few tries like it did in the video for me.

Part of the problem is getting the ability to run on the angle isn't as easy as it sounds. The slope is somewhat awkward, meaning it can appear you are on the straight section and hugging the wall when you aren't exactly on the straight portion. Jumping when you aren't aligned properly will result in failure. You need to allow yourself enough room to run and jump, meaning it is best to perform it from a corner, and you need to have the timing down to execute the jump correctly.

The jump is stressful because of the hectic environment before it (an awkward slow down to a speedy level), the little margin for error, and the lack of real reward. This level isn't that enjoyable of an experience for me, even if the starting room looks somewhat attractive (the floating water nearby on the other hand looks terrible).

Also, I did not hit "O" in my alphabetic sequence yet. This level's filename is GHOSTS, which seems rather random based on the name. I guess the name is referring to the large number of Scrags in the level.