Quake II Honorable Mention Deathmatch Levels

The deathmatch levels that weren't good enough to make the top 10 but are still rated in the top 27 levels can be found here. Interested in seeing all the level we have reviewed? Download our level.log to see the list. Tip: Your BFG will deal double damage if your enemy is in your line of site when the energy ball impacts.


Level Screenshot
XI.  'Mort Deathmatch 1' by Joey Buck
Built with balance, not beauty in mind, MortDM1 promises for some fast paced, heavy action games. In the main room multiple levels converge overtop a submerged waterway. We were pleased with weapon placement although we found the level looking a little bare. Try it out one-on-one.   Players: 2-5   Size: 175kb   FTP: 1 or 2


Level Screenshot
XII.  'Vanguard Spectacle II' by Larry Herring
With a similar atmosphere to Quake's DM2, Vanguard Spectacle adds lava to the routine of deathmatch firefights. A great collection of teleporters can be used to move about quickly gathering powerups and large weaponry. We weren't thrilled with the placement of the BFG, but other than that the items are well balanced.   Players: 2-8   Size: 323kb   FTP: 1 or 2


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XIII.  'Base of Death' by DOMiNiON
Long, dark shadows and erie sounds will keep you looking over your shoulder. Amunition for the BFG, rocket launcher, super shotgun, and railgun make for an upscale, all-out power fight. There are several powerups, but no secrets. Texture usage and lighting are very good, but weapon placement is still a little weak. We recommend games with over 6 players.   Players: 3-14   Size: 218kb   FTP: 1 or 2


Level Screenshot
XIV.  'Acrophobia II' by Andy Duplain
Acrophobia is based on DM7, an amazing deathmatch level id never completed for Quake. The level is huge but very interconnected and easy to traverse. Rebreathers make water play and underwater camping a reality. Acrophobia would have easily made it to the top 10, but it is simply too large for the Quake II engine to fully render the textures.   Players: 4-16   Size: 376kb   FTP: 1 or 2


Level Screenshot
XV.  'Ziggurat Vertigo' by David Ellis
For those who remember the early days of CTF, ZV has been home to mainly intense battles. The level has lost none of its appeal...in fact, the Quake II engine speeds up the process of flying considerably. Ellis has done a great job retexturing ZV and capturing the lighting effects of the original level. If you're looking for a map to include in a teamplay modification, this is it.   Players: 2-16   Size: 473kb   FTP: 1 or 2


Level Screenshot
XVI.  'DM6: The Dark Base' by John Schultz
There are quite a few remakes of Quake's DM6, but this one is the brightest and best textured we rated. In the process of converting the level some additional rockets, a hyperblaster, and a railgun were added to spice things up. The new Q2 lights offer some great new places to rocket jump...   Players: 2-8   Size: 305kb   FTP: 1 or 2


Level Screenshot
XVII.  'Stroggos Outpost' by Mike and David Lundy
A very compact level, Stroggos Outpost was originally a Quake level which has been converted for Quake II. Play seems to revolve around the second story corriders surrounding the central room, but a quad and BFG may be a strong enough temptation to draw plyers from the action. The outdoor setting is bright and well textured. Good for one-on-one games.   Players: 2-5   Size: 240kb   FTP: 1 or 2


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XVIII.  'guns and ammo' by danimal Dan Proietti (danimal)
Much like Third Degree by another member of "da pack" team, guns and ammo is a small, well textured, and extremely well lighted level. The weapons used are all strategically chosen and placed. The only major factor limiting the number of players is the conservative placement of ammunition.   Players: 2-4   Size: 215kb   FTP: 1 or 2


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XIX.  'Unleashed Aggression 4-Ressurection' by TiC
Kudos to TiC for the excellent use of textures and colors. Ressurection is in the same theme as a Hexen level with murky lighting and an old stonish outdoor setting. Integration of design and weapon placement is good. Larger weapons are harder to come by whereas the shotgun is in abundant supply. We were dissappointed by the lack of connection of the waterway.   Players: 2-6   Size: 268kb   FTP: 1 or 2


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XX.  'Callisto' by Steve Wilson
The dark gloomy recesses in Callisto offer great places to hide in waiting for opponents. The level is very large and difficult to navigate. Powerups and more powerful weapons have been hidden in hard to reach places. Item placement is average and layout is a little weak, but the level's design is still spectacular. We recommend 3 players for an ideal game.   Players: 2-8   Size: 427kb   FTP: 1 or 2


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XXI.  'Japanese Garden' by Mike Burbidge
One of our favorite architecturally-minded levels, JG uses an early 19th century Japanese motif to decorate a large outdoor expanse. The use of lighting and textures leaves nothing to the imagination and captures the serene atmosphere one associates with a Japanese garden. The level is only lacking in gameplay, which is limited by the unique structures and open areas.   Players: 2-4   Size: 778kb   FTP: 1 or 2


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XXII.  'can your Editor do this?' by Zied Rieke
Rieke breaks some well established rules, such as levels should not contain huge areas of empty space. What's more, he does a good job at it. We liked the large circular layout and spinning barriors guarding the quad. The inconveniently placed BFG dares players to run a narrow path in full view of enemies. Cons: level lags and ammunition isn't well partitioned.   Players: 2-5   Size: 166kb   FTP: 1 or 2


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XXIII.  'Deathmatch Fanatic' by Ravachol Pereira (Needles)
There's nothing particularely outstanding about this map, but all of the little things add up to a good level to deathmatch on. It has a good layout and a decent texturing job ... it's ashame the weapon and ammunition placement isn't any better. We recommend 5 players food a lively game.   Players: 3-6   Size: 438kb   FTP: 1 or 2


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XXIV.  'The Warren v2' by Schmitz
A heavy, dark atmosphere permiates throughout the warren. The item placement is average at best, but laser traps, overhead passages and underwater tunnels add tremendously to the playability. The architecture is exotic. The warren is a bit confusing and better suited for groups over 5 players.   Players: 3-12   Size: 406kb   FTP: 1 or 2


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XXV.  'DeathMatch BattleGround 1' by Tiarnan Breffni
We found this medium sized level a little too barren. Breffni did a very good job on design, but in some places the item placement, particularly ammunition, is lacking. DBG is composed of rooms with water ways and passages to higher floors. It has a bright outdoor atmosphere with plenty of ways to get an angle on your opponent. Ideal for a 4 on 4 clan match.   Players: 3-10   Size: 241kb   FTP: 1 or 2


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XXVI.  'Homers Arena #6' by Dave Waters (Homer)
One of the most active authors Quake and Quake II levels, Homer designed this level in a symmetrical fashion. We found the level a little too large and barren for normaly deathmatch, but fine for large LAN parties or active servers. Weapon placement is very good and texture usage is above average.   Players: 5-16   Size: 182kb   FTP: 1 or 2


Level Screenshot
XXVII.  'A Good Place to Die' by Ralph Gustavsen
The variety and different themes employed in the architecture here is nifty if not a little annoying. The level is about average in ease of navigation but some great finishing touches and some secrets improve gameplay. Without a doubt there are many wonderful places for friends to hide. Definately a good place to die. We recommend 4 players for an ideal game.   Players: 4-10   Size: 451kb   FTP: 1 or 2


Last Updated March 16th

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