File:Melee01.bsp (Aftershock)

Description
How this map has anything to do with melee, I will never know. There is plenty of weaponry in this level, so having to resort to the Axe would probably be a foolish move which would get you killed. The Readme doesn't give much information that is useful about the level, meaning I have no idea of the rationale behind the name.

It seems like a popular trend in 1996 for Quake levels was a single room with multiple platforms on different levels, the lowest level being filled with Water. DMAS01, DMAS06, Army Arena, Fonti.Map... it feels like Aftershock has plenty of these levels. As usual, I find myself not heavily interested in the level due to the lack of real exploration.

I do appreciate the level designer's attempts to use sky textures and make windows in various locations. Of course, I don't like the warping effect on the large open sections of open sky (this tends to happen whenever you get wide vertical sections, which is probably why vanilla Quake didn't have any).

Though this map isn't exactly my style, I can see some merit. Weapon balance seems fine, which is the most important thing in Deathmatch. To get the Thunderbolt and Cells, you have to travel the length of the map. Of course, I wish the reward for getting the Cells was a bit larger than a few charges. All of the weaker weapons are distributed on opposite sides of the map, making this level good for a tourney (definitely not recommendable for larger). The Rocket Launcher platform is of course a good place to attempt to reach, though the Grenade Launcher platform offers a strategic point to eliminate those trying to reach the powerful weaponry. The Thunderbolt is pretty hidden in a remote corner, though it is pretty pointless regardless due to the low ammo and large amount of Water.

Two Armors exist, the Yellow Armor of course having more immediate benefits while the Green Armor allows for closer access to a supply of Rockets (though the other route allows for a Rocket Launcher and Rockets, so I am still not sure if it is very balanced). The Super Nailgun cage is a nice added feature, though it is pretty pointless due to another Super Nailgun being pretty easy to grab (though both are pretty useless here), meaning it could have served a better purpose of being a place for a Powerup.

Overall, this level isn't as terrible as some of the levels we have been seeing. It isn't exactly my cup of tea, being a single room, but nothing is blatantly wrong with it. Balance does exist somewhat with the powerful weaponry, though there are a few imperfections. Basically, this level is mediocre and doesn't give me great enjoyment yet also doesn't cause great loathing.