File:E3M1 - The Surface (Deathmatch)

Description
As expected, the more involved the level in Singleplayer, the less of a Deathmatch level it becomes. Similar to The Wizard's Manse, this level is one that just wouldn't work as a Deathmatch level in my opinion.

I like the usage of the Gold Door to block the End Tunnel as it prevents accidentally blundering into it (my gripe with plenty of levels in the first two Episodes). Being in a pretty painful place in Singleplayer, I can imagine getting the Gold Key to be a virtually impossible task in active combat. That is why it is rather mysterious why the Thunderbolt is placed down there, or why the Cells are placed on the opposite side of the map. Basically, I can't really see the Thunderbolt being useful in this level.

Due to spawn locations, it is quite possible to skip the Water tunnel (which could be used as an alternate route filled with pain). The route to the Super Nailgun is pretty linear, as is the one way hole by the Biosuit behind the Bars (which must still be unlocked). Even the landing pad room can become linear if ignoring the painful Water tunnel (which I imagine most would do). As usual, linearity isn't as good in Multiplayer as it is in Single Player. All this means that it is nice that E3M1 has a Deathmatch mode, but it is virtually useless and can cause frustration like many levels in the original Quake. As John Romero (this might be a misquote, I know I heard it from someone) once said, Single Player and Deathmatch levels are polar opposites.