File:Lethetar's Swamp Caves (Aftershock)

Description
We have made our way to the swamp caves! As inferred by the level, there will be rock and Water textures in abundance here. Also we get to play a Single Player level that isn't made by Jack Vermeulen for the first time in quite a bit, which is quite interesting.

The level starts rather tame, but upon moving forward you will be met with a small onslaught that will be the roughest part of the level. A lot revolves around your ability to stun Ogres, leaving them mobile in this small space can cause you to lose a lot of health. Note that health will be an extremely important factor in this level, so reserving it in this beginning portion is key.

After the attack it is a matter of using a "Water elevator" to scale three floors while gathering various gear. All weapons exist in this level, most being in close proximity to one another. We also have all three types of Armor, which is also helpful.

This level may appear to be large and have a big number of Enemies, but the map is actually little more than three rooms connected by fluids. Most of the Enemies are Rotfish, though there is some variety in what you will encounter.

The way that the level is designed is a bit odd. The claustrophobic nature, floating platforms, and Water elevators do not make this level look attractive to me. The level also had an exit, though it basically doesn't function due to a brush being inside the exit Teleporter. Instead we just see an out-of-place wall near the Enforcer. Note that the exit is a one-way route, meaning you hopefully have done everything else before focusing on the Teleporter/Water hybrid (uses a Teleporter texture on Water) near the start. Note that there is also Lava which you must swim through, meaning you must ensure you have enough health, made harder by the limited supply of 25 Health.

If this level had an exit, there would be an entirely pointless section with little reward. A Super Nailgun can be helpful, but the Shotgun and Rocket Launcher can handle things pretty well. The Yellow Armor is entirely useless due to the Red Armor.

The worst idea of this design is that it is also intended for Multiplayer. This level has semi-linear routes in regards to the Water, plus has a one-way dead end at the bottom of one area. Fall off a platform? Only one way to get back on, the Water elevator. We also have a completely useless Yellow Armor portion with a weaker weapon, the Super Nailgun.

Overall, this level is a swamp cave if you wanted to get technical. I don't really see the ambiance and instead just notice a bunch of brushes thrown together in a claustrophobic way that doesn't feel right for the level. Deathmatch is absolutely terrible and should be avoided. Single Player has a bit of challenge and action, but it tames out quickly. The worst part of both levels has to be that one-way route with a non-functioning exit, because there is nothing worse than ending up in a dark tunnel and being told you can't return nor is there anywhere to go.