Hi everyone, I am thinking of making a campaign of 210 short but intense combat levels, that progresses in a similar story to the official original Quake 3 campaign does, with 7 tiers, an intro before the first official tier, and all of that good stuff.
I am thinking for each level in particular and in this order, with the level names being:
First Trip: Introducing the basics of Crash, the minigun and sawblade you start with
Going Down: Introducing more bigger spaces than the first level
To the Pain: Introducing the shotgun
Got the Ammo?: Introducing ammo for the minigun and shotgun, and ammo in general; it’s the last intro level before tier 1 officially starts
Not Too Hard: Introducing Ranger
Don’t Get Shot: A more intense Ranger than level 5
Branched Path: A split path, that introduces the plasma gun
Stop ‘N’ Go: Introducing doors that close and open periodically
The Hunt: Introducing Phobos
Watery Trail: Introducing shallow water
Boosters: Introducing jump pads
Explosive Trouble: Introducing rocket launchers
Wall Stoppers: Emphasizing using walls for cover
Winding Path: Nothing new
Sibling Rivalry: Phobos is at his hardest yet
Wall Smashing: Introducing walls that go away when shot
Jump Pads: More jump pads, introducing Mynx
Burly Brawl: Introducing Orbb as well as more than one enemy per fight
Left or Right?: Lots of choose left or right decisions
Narrow Paths: Lots of narrow corridors
Fancy Footwork: More harder architecture than earlier levels
Cluttered: Lots of junk and clutter everywhere
Monstorous Maze: A maze level
Maze of Death: A harder maze than the last level
Sticky: Introducing substances that are hard to walk in, like mud almost
Pachinko: Manipulating the enemies like they’re a pinball
Infested: Tons and tons of Crashes everywhere
Bricks a Lot: Lots of brick walls, but nothing new conceptually
Bounce!: Lots of jump pad antics
Stronghold: Boss fight with Sarge, and the last level of tier 1
Blues: A lot of blue everywhere, and introducing Bitterman and fall damage
Timed Doors: Introducign doors that close after a certain amount of seconds open
Burlier Brawl: More enemies at a time than earlier levels, and introducing Grunt
Up and Around: The level requires you to go around it in a very particular direction
Tiny Rooms: Small areas make the combat more challenging
Blunderdome: Get 10 frags in 30 seconds, or fail
F A S T: A level with a lot of fast and chaotic combat. 'Nuff said.
Inner Path: This level has a specific path to it, but it’s not obvious at first
Cold War: Introducing grenade launchers
Four Little Boxes: The level is split into four neat little cube/box things full of intense combat. Simple.
Sampler Platter: A sample of later levels in tier 2
It’s Not Easy: The hardest level yet
Gooey Danger: More of the mud substance, introducing Hossman
One-Way-Roads: Places you can walk over only in one particular direction; expect a lot of disappearing platforms and fall damage here!
Sock it To Ya: More intense combat than ever before, introducing Daemia
Bricks ‘N’ Bots: More brick walls, but no new concepts
Jump Around: Jump pads and manual jumping sections galore; expect a lot of fall damage in this level too
Klones: The revenge of Phobos, cloned multiple times
Keychain: A level in the shape of a keychain for some weird reason
Demolition: Grenade and rocket launchers galore
Monster Room Brawl: The most intense combat yet
Movin’ On: You gotta be fast or you’ll get fragged!
Traffic Signs: A lot of the doors from stop ‘N’ go, arranged in a more challenging way
Garden of Pain: A garden… full of the hardest enemies yet.
Zap!: Introducing the lightning gun
Boost Away: More jump pad antics
In the Army Now: Introducing armor of both kinds
Marathon: Every second you wait is a second you will most likely get fragged
Quake 3 in Space: A fight in outer space, pure and simple.
Beyond Blunderdome: Like blunderdome, but harder, and it’s against Hunter. If you win, you finish tier 2.
Factor X: Introducing water that you can drown in
Simple Fun: A level that is simple fun after everything else before
12 Angry Men: Introducing Wrack, and there are 12 of him in this level!
Nooks: Introducing Angel, and a lot of nooks and crannies are in this level
Slightly Watery: Lots of the water you can drown in
The Cliffs of Insanity: A level that is like a fight against a cliffside, introducing health pickups
Split Path: This level has a lot of split paths in it. 'Nuff said.
Something New: Introducing quad damage
Thug Lovin’: Introducing Slash
Shortcut: This level has a lot of little shortcuts in it.
Choices: The hardest choices yet about what to take and where to go.
They’re All Ears: A level showcasing how the monsters can know where you are even if they can’t physically see you.
Concentric: A level that has circles in circles.
Great Wheel: A level in the shape of a great wheel, and introducing the railgun.
Tag Team: A level introducing enemies on your side.
Crossroads: A level that is in the shape of a crosswalk.
Simple Solution: This level has a simple solution to it, but looks hard at first.
Factory Redux: A trip to a flooded factory, for some weird reason
Which Way: The most intricate maze yet
Curious: A level that tests your curiosity… and punishes it brutally
Gory Business: A level introducing Gorre
Angle Maze: A level that is a maze tilted at an angle
Free Ride: A level that gives you a free ride… to your watery grave
Feeling Explosive: The most intense grenade and rocket launcher combat yet
Quake 3 Wizard: A level that tests your pro skills at the game
Keys, Keys, Keys: A level that introduces doors that don’t open until a key trigger is hit
Red Claws: A level that has tons of weird devil hand shapes
On the Clock: A level that is “you’ll get killed the second you don’t move”
Intrepid: A level that requires you to be intrepid to solve it
Knives ‘N’ Stampedes: A level that is a fight against Klesk, and the last level of tier 3
Dragon Tail: A level that introduces slime, in the shape of a dragon’s tail
Pinball: Play pinball… as the pinball!
Ghostbusting: A level that introduces invsibility
Hubby: A weird but deadly hub level, introducing Tank Jr
Maze of Doors: A maze of all kinds of doors from previous levels
Ganging Up: The most intense fights yet, introducing Biker
Breakthrough: This level requires a breakthrough discovery to win
Ways to Go: Many ways to go, but only some work
The Crowd: Tons and tons of enemies everywhere, more so than previous levels, and introducing Patriot
Speedway: A level that is a deadly raceway with slime and deep water everywhere
The Collector: Collect tons of ammo and health to win
Junkyard Wars: A junkyard full of toxic slime. 'Nuff said
Safe Passage: Find a safe passage through the sewer!
Many Paths: Many paths, but only some work.
Caught Between: The most intermediate level of the campaign, introducing Lucy, the most intermediate fighter
Danger Lurks: Danger lurks with every step, especially because of the introduction of traps that shoot at you
Long Road: A long road with all kinds of things from previous levels, and introducing the Medikit
Quake Deathmatch: The whole level’s shaking for some weird reason
Masterful: A level that requires you to be masterful to win
New Heights: A level with tons of fall damage and slime
Reinfested: Like Infested, but worse given everything new since then
Construct: A level that is a weirdly built sanctum thing
Time Warp: A level that looks straight out of prehistory
Holy Floor: Slime everywhere, with only very small dry patches of land
Fearless: A level that requires you to be fearless to win, and introduces the Haste powerup
Steady Now: A level that requires a steady aim to win
Cold as Ice: A level with tons of slippery floor, leading straight into slime if you’re not careful
Islands: Tons of island hopping over slime
Challenge: A challenge application of earlier levels, introducing the health powerup
Titanica: Fight against Anarki, and the last level of tier 4
Two Spirals: A level with two spirals in it, introducing Visor
Catchy: A level with tons of catches and traps in it, introducing slime that you can sink in that hurts worse than shallow slime from tier 4
Save Tokyo!: A level that introduces Stripe, and the most intense combat yet
Around: A level that requires you to go around it in a specific way again
Broken: A level with tons of broken dry sections, with shallow lava everywhere that is introduced in this level
We Don’t Need Em: A level with tons of weapon traps
Two Switches: A level where you have to press two switches to get the goodies
Could be Deadlier: Introducing the invulnerability powerup
Timed Crisis: A level that requires you to move with every step or be killed
Cheesey: A level with tons of hot cheese everywhere, AKA shallow lava
Obstacle Course: A level about dodge the obstacles, like in Demon Keep’s quad damage passage
Invasion: Tons of enemies coming at you from every direction
Gooey: Tons of deep slime everywhere
My, What Big Suits: Introducing Keel
Smashing: More usage of walls that disappear when shot
Conundrum: A level with the most complicated puzzles yet
Big Badguy Battle: A fight against all kinds of badguys from previous levels
Barriers: A level about breaking through barriers
Tread Carefully: Almost no dry land at all, and lava and traps everywhere in sight
System Malfunction: A level that is like a glitch because you got too far in the game
Secret Ways: Tons of secrets everywhere, all required to find to win
Adventure: An adventure with tons of traps and lava everywhere
On Thin Ice: More of the slippery ice mechanic, with lava and traps everywhere making the ice that much more of a problem
Time Crunch: If you even think of stopping for a second, your death is gauranteed
Starting Point: A level that requires you to start at a particular point to solve it
Really Don’t Get Shot: Introducing the BFG
Madness: A level that is nothing short of pure madness
Trials: A level about surviving trials to get the things you need to win
Pot, Meet Kettle: A fight against Uriel, but it’s the last level of tier 5
Crumbs: A lot of crumbs of stuff everywhere, and introducing instant death traps
Z-Doors: Doors that only toggle between open and closed when you hit specific switches
Not Just a Job: Introducing Cadavre
Hidden View: A level with the things needed to survive hidden
Either Way: A level where you have to take both choices to win
The Three Sarges: A level with three of Sarge, and he’s more harder than the first time
It’s Electric: A level emphasizing the lightning gun
Hooked: A level in the shape of a hook
Victory Garden: A level introducing Bones, with tons of instant death traps
Off-Road: A level that is seemingly unrelated to the previous ones
Puzzling: A level with tons of puzzles in it
Gory Park: A level with tons of Cadavres and Boneses in it
Steer Assist: A level requiring you to steer your gun carefully to win
Tricksy: A level with tons of tricks in it, especially instant death traps
The Championship: A level introducing Doom, the enemy/fighter
Odd Angles: A level with tons of odd angles in it
Explore: A level that requires you to explore it fully to win
Hush Puppies: An ultimate slaughter level
Reaction: A reaction to how good you are at the game
Don’t Touch: Instant death traps as far as the eye can see
Frigid Air: More slippery ice, and instant death traps everywhere if you aren’t careful with how you walk on the ice
Launchers: A level with tons of jump pads launching you everywhere in a chaotic frenzy, all while you have to avoid falling to your instant death
Backtrack: A level requiring you to backtrack to win
Garden of Bleedin’: The most ultimate garden of evil yet
Precarious: A level that will instantly kill you for one false move
Steady: A level that requires the steadiest aim yet
The Red Baron: A level with tons of the hardest red colored enemies
The Squeeze: The most narrowest passages yet
Temptation: A level with tempting solutions, but they’ll instantly kill you if taken
Ultimate Cage Match: A level with the hardest enemies yet, introducing Sorlagg, but the good news is it’s the last of tier 6
Keen: A level requiring you to be very keen to win, introducing moving platforms
Secret Ways Part II: More secret solutions needing to be found to win
Fast Lane: Another deadly speedway, harder than the first time given the usage of moving platforms and instant death traps
Just a Taste: Just a taste of the last half of tier 7; you’re still on the first half right now
River of Fire: A river full of deep lava that instantly kills you if you sink in, unlike shallow lava
Toasty: Deep lava everywhere you look, pure and simple
Fly Guy: A level introducing the flight powerup
Quick Turns: A level requiring you to turn and shoot very quickly to survive
Reflex: The ultimate reflex tester, with both your gun movement and walking abilities, unlike the previous level
Mini-Maps: A level requiring you to read the mini map to win
Running on Empty: A level that is instant death the second you stop
Back Again: More backtracking needed to get through than the first level like this
Move It!: A harder version of Running on Empty
Dodgeball: An ultimate game of dodgeball, with quad damages and BFG’s everywhere
Friend or Foe: A level introducing using the enemies as both friends and foes, as well as introducing Major, the second to hardest enemy of the game
Doooooom!: A level that is your ultimate doom, pure and simple. Xaero doesn’t like it when you get this far!
Perfect Run: A worse version of Move It!, especially now that you have won against Major
Concentration: A level requiring you to concentrate intensely to win
Under the Sun: A level that is literally under the sun in outer space, and you can bet the sun will instantly fry anyone who comes too close
Mind Games: A level where you have to solve the most mind bending puzzles yet
Quick Draw: A level that requires you to shoot the fastest as you can
Currents: A level with currents of water, lava, and slime everywhere
Showcase: An ultimate showcase of everything since before this level
Contrast: A level that contrasts the simplicity of the first four intro levels to the mind bending insanity of this tier
No Exit: A level with seemingly no exit, but you discovery it if you’re clever enough
Rocket Power: Rocket jumps are needed to get anywhere in this level, basically
Let 'Em Loose: The ultimate army, especially with more than one Major in it
Stop this Insanity!: Insanity with every step, pure and simple. Expect to get insta killed everywhere expect for a couple of small safe areas.
Deja Vu: A recap of all earlier levels with much more difficulty.
Ultramega: The hardest fight yet against Xaero himself, but the good news is you win the entire campaign if you win against him succesfully.
Does anyone have any feedback on if any of the levels sound out of order, or does it all sound like a reasonable tribute to the original campaign?