Off the Map

Our tribute to the levels designed to confuse rather than guide.

In these heady, three-dimensional times where players are expected to move not just from left to right but also backwards and diagonally and sometimes in strange new directions they may not be comfortable with, level design takes on an all-new meaning. Levels now need to be both playgrounds and delicately constructed pathways. To stop their players wandering around aimlessly like children lost in a supermarket, developers must build their games so as to lead the player with an invisible hand.

This hand is usually made up of colours and other visual cues hinting at where to go next, or sometimes it's just a bloody hand or some breadcrumbs. Under someone like Valve, however, it becomes an impossibly complex thing involving the same mastery of sound effects and pattern tightness you'd see in a Las Vegas casino. In any case, the job of the modern level designer is clear.

Or is it?

We say: Enough of this crap! We're not children, and if we are for the purposes of an analogy then maybe it's fun to get lost in a supermarket for a little bit. There are good things in the supermarket after all, such as dirty magazines and chocolate and bleach.

The following is an analysis of the levels designed to confuse us, worry us and throw us off our game. These levels are the bumps in the luge, the cardamom seeds in the curry, and whether you love them or hate them it's impossible to deny just how interesting or brave they are.

Thief: The Dark Project - The Sword

'Off the Map' Screenshot 1

Yes, this is the only image of The Sword on the entire internet. Bask in its glory, and pray you never, ever have a job that involves looking for screenshots of PC games from 1998.

The placing of this one's important. With the player having knocked over their first few levels and escaped with a tolerable amount of puncture-holes and bruises, they'll have started to get comfortable with their role as a thief. What began as nerve-wracking will be becoming... well, only marginally less nerve-wracking. But all those ice-cool cut-scenes and completed objectives followed by clean escapes will have given the player a bit of an ego. They'll be getting comfortable. And Thief, at its heart, is a game about discomfort.

Constantine's mansion is there to put the player back in their place. Unlike the Cradle in Thief 3, which felt from beginning to end like an abrupt and temporary change of tone, Constantine's mansion is designed to make the most of every assumption the player has been goaded into making in order to make them feel as scared and naked as they did on the first level.

It even starts the same way as the first level. You arrive at a vast nobleman's house with a mental shopping list of things to swipe. You infiltrate it, and begin the tense process of mapping out those guard-filled corridors, servant's quarters, lounges and kitchens. Everything's as you'd expect. Then, as you climb higher, you stumble across hints that something's wrong.

By the second floor the architecture's gotten weirder, and you start spotting unknowable vegetation growing up through flagstones. One floor higher and the house becomes a chaotic maze of curving corridors and slopes, with players having to push up and up to steal the sword they came for but always accidentally backtracking. Running from guards was scary enough back when you knew where you were going. All of a sudden you're a rat in a trap.

Constantine's mansion probably peaks with The Door. As you're poking your nose around the labyrinth there's one door most players will pass and open just to see what's on the other side, and the answer is... nothing. As in, literally nothing. A dark, gently spinning void with no visible floor, ceiling or wall and no explanation. All you can do is close the door, try to put the insanity out of your mind and continue down the corridor, lost as a little lamb. Just awesome.

Halo: Combat Evolved - 343 Guilty Spark

Another level very carefully placed to shake up players with some unexpected fear and tension, though Guilty Spark is different. Where Constantine's Mansion exists to trip the player up on their own assumptions and return them to the mental darkness where the game thrives, 343 Guilty Spark is there as an enforced diversion from the action or 'palette cleanser'. I stole that term from Epic, but I reckon they stole it from someone else so it's okay.

343 Guilty Spark also exists to introduce the Flood. As much as people might dislike the Flood, Bungie's reason for including them is fairly obvious. Being enemies with different attacks, weaknesses, appearances and barks they add more variety to the game, and later on when you encounter the three-way Covenant/Flood/Master Chief battles, they add a little more depth too.

This level's purpose then is to maximise the impact of the new enemy by taking what makes them special and amplifying it. In the case of the Flood, that means the fear and panic they cause. Unlike the Covenant, who demonstrate care for their own survival, the Flood are suicidal, angry and hungry and both look and sound like something you'd find in the vegetable drawer of an abandoned fridge.

'Off the Map' Screenshot 2

For a good time imagine that Guilty Spark on the right there is actually behind Master Chief and 20 feet tall.

Bungie therefore made Guilty Spark a level about exploring the unknown. Sent into a swamp, at night, to rescue a squad of marines that have dropped off the radar, the player has no idea what they're walking into or why there are no enemies to shoot. Confusion is applied carefully and bearably to the game by making a debut together with a trail of clues that let you know everything will be revealed soon.

As the player continues along with nothing to shoot, the tension increases, and when the Flood are finally revealed the player takes them in with every ounce of attention they can muster. The level is practically a catwalk for the new enemies, except with more stringy, vicious creatures who seek only to further themselves. Oh wait! Zing!

Metal Gear Solid 2: Sons of Liberty - Arsenal Gear

This all contrasts with the MGS2 surrealist madhouse that is your capture and transportation to Arsenal Gear, which exists to. Uh. Well.

'Off the Map' Screenshot 3

You'd really think there'd be more screenshots of Naked Raiden floating around online.

Arsenal Gear's purpose is, I suppose, self-contained. Rather than shunning traditional level design as a tool of some sort, Hideo Kojima uses the hallucinatory innards of Arsenal Gear as a surrealist work with its own worth. To this day fans of the series are still trying to work out exactly what the segment means, which parts are canon and why all that strange stuff happens, not picking up on something Snake says to Raiden near the end. Let's give thanks to the OCD children of GameFaqs.com for allowing me to quote this exactly:

"Snake: The memories you have and the role you were assigned are burdens you have to carry. It doesn't matter if they were real or not. That's never the point."

That, right there, is Kojima saying that to try and decipher MGS2's surrealism is to miss the message.

For anyone who didn't play it, Arsenal Gear is when Metal Gear Solid 2's plot of effete terrorism, hostage-taking and bomb-disarmament breaks down. Your operation commanders start spamming you with nonsensical messages, you go from being naked to having both clothes and a bullet-deflecting katana in the space of one cut-scene, the game psyches you out with a fake game-over screen, you suffer a boss fight where you have to fight dozens of 100-foot tall robots and much, much more besides. And there's no solid conclusion to it all - the game ends with Snake giving Raiden (you) some dogtags with the player's real-life name and of birth on in a crowded city street.

The game knows your real-life name, date of birth and blood type because you entered them all when you started the game, though you've long since forgotten that (a.k.a. The Earthbound Magic Trick).

I love Arsenal Gear because it stands as a monument to something games do not do. It gets a lot of hate, but that doesn't seem entirely fair. Every time the original MGS did something gamers didn't expect, like the Psycho Mantis battle or getting Meryl's codec number from the back of the CD case, it was praised. So Kojima goes on to make an entire section of the sequel post-modern on a scale we haven't seen before or since, but it doesn't work. Fans are confused, or at worst outraged. And that's really sad. MGS2 is before its time like no other game, and it's an awful lot easier to enjoy it in retrospect.

The Chronicles of Riddick: Escape From Butcher Bay: These Subheads Are Getting Ridiculous Now - Cryo Facility

Now we're talking.

This game has such a phenomenal structure. Following the tutorial you're led, shackled, into a gargantuan prison on a barren planet. You don't know why you're being locked up and it doesn't matter. As you're led in through the walls you're told We Have You At Last, and Nobody Escapes From Butcher Bay, Not Even You and Don't Even Think About Escaping.

Everyone's so concerned about the whole you-escaping thing that you begin to wonder if you got arrested for possessing illegal quantities of badassitude. As you look upon the sky-puncturing towers, bars and reinforced security doors of the prison your goal is crystal clear. Your enemy is right there. You have to escape Butcher Bay.

'Off the Map' Screenshot 4

You're right, this one isn't actually from Cryo Sleep. I quit. I'm done. Stick a fork on me. Or just close your eyes, grunt, and pretend you're a sedated Riddick.

So they put you in maximum security, and over the first third of the game you study your surroundings, escape them, get caught, and get put into double-max. It's deep underground, crueler, darker, dingier and even more restricted. Over the next few hours you search for a way out, escape through it, get caught, and get put into triple-max.

You grip the pad. You turn and tilt your head as far as it'll go to stretch your neck. You are Riddick. Nothing can contain you. What's next?

What's next is instead of being buried somewhere even deeper, danker and more dangerous, you wake up heavily sedated and in a space-age white room with other triple-max inmates wandering around in a daze. You're so dangerous they're keeping you asleep in a locked pod with only two minutes a day for exercise. Monday turns to Tuesday turns to Wednesday. There is no way out.

In the case of triple-max, this twist in level design is there as both a fun surprise and an added challenge. Triple-max is actually an interesting case study as to how developers can employ player deceit and confusion safely. The sedation of the player doesn't feel at all cheap or annoying because the game's taken pains to make you feel like a badass for so long, and has taught you that there are ways out of every stage which are very satisfying to find. Cryo Storage simply makes escaping from Butcher Bay more varied and satisfying experience, as you've proved yourself in a greater breadth of challenges.

There are going to be some people out there who dislike the previous three levels we looked at, but Riddick's triple-max section is inarguably good with the single flaw of being a touch short. It's a shame Assault on Dark Athena couldn't muster up anything similar.

In closing, and because I'm pretty sure it's coming - no, Arkham Asylum's scarecrow levels don't count. Cute as they are, it'd take a very special boy or girl to not realise Batman's been gassed (again!) and besides, the game tugs you through those sections like a child keen to get home. Besides, it's too early to take a trip to that particular district of spoilertown just yet. Let's let all the would-be Batmen out there have their fun first.

Comments (57) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • TheNinkyNonk #1 2 years ago

    Come back Garrett, all is forgiven
  • TurboBailey #2 2 years ago

    I only recall the MSG2 one.

    That was weird when I first played it!!! thought my shiny new ps2 was on the blink!
  • rotmm #3 2 years ago

    I'd have thought you'd put the Max Payne dream sequences in there.
  • roz123 #4 2 years ago

    The first game to fuck me over with great level design was Super Metroid. That plus the music made for an experience like no other at the time
  • wizlon #5 2 years ago

    Isn't this article a bit Gamesradarey. I don't mind that sort of humorous article but I see Eurogamer as a bit more mature than that.
  • frankfurter209 #6 2 years ago

    I did love that part of MGS2, when Kojima willing fucks with his audience who so desperately want to take it seriously. More of that and less of "Can love bloom on a battlefield?" nonsense.
  • guernican #7 2 years ago

    The only genuinely annoying thing about the naked Raiden sequence was the last minute or two of it. I always seemed to have to wait for longer than strictly necessary in that fucking tunnel before Snake turned up with the goodies. Apart from that, a brilliant change of pace.
  • DDevil #8 2 years ago

    "Cute as they are, it'd take a very special boy or girl to not realise Batman's been gassed (again!)"

    And yet, I've seen plenty of people - on this forum as well - who thought their console had broken on the 3rd Scarecrow stage. Idiots :-D
  • sadakos_fury #9 2 years ago

    Oh man were those dream sequences in Max Payne annoying. Crying babies? Check. Silly narrow tight ropes that if you're not pixel-perfect you plummet from? Check. Confusion is good. Frustration is not.
  • superdelphinus #10 2 years ago

    i like that weird oil painting quest in oblivion
  • Goodfella #11 2 years ago

    @superdelphinus

    +1 to that, I thought that was a superbly unexpected part of the game.
  • matrim83 #12 2 years ago

    Haha good article. Needs more Crysis Alien ship level though.
  • Daymare #13 2 years ago

    "VR" level in Fallout 3! Loved that.
  • Doctor_What #14 2 years ago

    I have one thing to say:

    Prince of Persia: The Sands of Time - the spa dream-sequence section.
  • rottingbadger #15 2 years ago

    Deus Ex, the point where you are captured and held hostage. As you fight your way through the prisoner blocks, administration wings and creepy science labs you finally break through a door into.... into.... WAIT A MINUTE!!! Haven't I been here before?
  • Flying_Pig #16 2 years ago

    The whole of Portal.
  • Daymare #17 2 years ago

    The whole of Braid:)
  • Shadders #18 2 years ago

    The ghost houses in Super Mario World are another good example.
  • MiniAmin #19 2 years ago

    The latter part of the level in Gears of War 2: the one where you're in the Giant City-Eating Worm

    @ Wizlon

    Eurogamer has a wealth of quality, incisive reviews, great technical articles at Digital Foundry etc. This article is informative and quite humourous. There's nothing immature about that.
    Edited by 1 at 29/09/09 @ 09:39
  • darkmorgado #20 2 years ago

    The Dunwich Building in Fallout 3 was a good one, and because it isn't clearly signposted or attached to any quests (except until Point Lookout was released), it's a place that only the most dedicated players found. I loved how just that one building completely turned the atmosphere of the game on its head with its ghouls, weird audio logs, and the final bizarre obelisk hidden in the basement. Then the name of the building suddenly makes sense and you realise the whole thing is an homage to the Cthulhu Mythos.
    We need more games about Cthulhu.
    On that note, can I insert the entirety of Dark Corners of the Earth? Man, that game was awesome and needs a sequel RIGHT THIS FECKING MINUTE!
  • darkmorgado #21 2 years ago

    @Wizlon

    I love these articles. These, and the retrospectives, are why I read Eurogamer (and also Edge and GamesTM). There are only so many previews, reviews and sales figures you can read before you get a bit bored. These articles break up the boredom. This site needs more articles about game design!
    Or, just more articles containing the words "Thief" and "Deus Ex."
    Can we have a really lengthy retrospective of System Shock 2 now? Or Undying?
  • darkmorgado #22 2 years ago

    How about the beginning of the first Silent Hill? That was completely messed up at the time because there hadn't been anything quite like it. The camera suddenly going all weird, the blur effects, the air raid sirens, then suddenly you're being attacked by knife-wielding babies that you can't get away from, who proceed to hack you to pieces...
    And then you wake up in a diner.
    I remember playing the demo of that and Immediately thinking "I NEED THIS GAME!"
    Then for months it went unfinished because it was too fecking terrifying. To this day, Silent Hill 1 and 2 are games I point to when people say "games can't be frightening."
  • MiniAmin #23 2 years ago

    Anyone else remember that fantastic Gamecube gem: Eternal Darkness: Sanity's Requiem.

    Some of those levels were damn confusing. Shifting between modern and ancient times. Turning down the volume on your TV etc...
  • khaz #24 2 years ago

    Ahh, guilty spark. The level that introduced the abomination that is the Flood...the worst thing about the Halo games. :\

    Love the article otherwise, not enough people talk about interesting (good/bad/weird) level design. You could write a whole article like this on the Thief games alone.

    Legacy of Kain: Soul Reaver 1+2 also had some interesting ideas, the whole dual dimensions thing throughout the entire gamel. 'Twas awesome.

    Not to mention Grim Fandango, especially the start. wtf?
    Edited by 3 at 29/09/09 @ 10:11
  • coastal #25 2 years ago

    Good piece. You should have mentioned the old text adventures where stuck in a thick forest and heading N, W, S would lead you back to your start.
  • Kyssmyass #26 2 years ago

    Sorry for being a douche here but... it's not really hard to find pictures of old games if you know where to look =) http://ww w.mobygames.com/game/windows/th...
  • TheMoonRat #27 2 years ago

    Fission Mailed! A mate told me he actually turned his playstation off at this stage in anger of it "breaking" the game. Genius.
  • darkmorgado #28 2 years ago

    Anyone else remember that fantastic Gamecube gem: Eternal Darkness: Sanity's Requiem.

    I do! Another awesome game that was heavily inspired by the Cthulhu Mythos. I've been waiting years for Silicon Knights to do a sequel.
  • darkmorgado #29 2 years ago

    How about Castlevania: Symphony of the Night? After hours and hours of exploring the castle you think you are at the end of the game, then you go through that Portal and suddenly realise that you've barely started! The realisation that the entire castle was designed to be played Upside-down as well as right-way up is, in my opinion, an amazing feat of design.
  • Yossarian #30 2 years ago

    "Come back Garrett, all is forgiven"

    But he is coming back... and I am very, very afraid for him. :(
  • Wellytopp #31 2 years ago

    Eternal Darkness: Sanity's Requiem. Max Payne. Psyconauts. American McGee's Alice. are all missing from this article? I hope you were paid well Mr. Smith.
  • darkmorgado #32 2 years ago

    @Wellytop

    Come on dude, the comments here alone have shown that if he included EVERY example of good level design he would never finish the damn article!

    Something I would love to see though would be a Top 100 Game Levels ever... like the top 100 games, but dedicated to purely brilliant level design. Of course, the Cradle in Thief 3 is bound to win ;-)
  • darkmorgado #33 2 years ago

    @Yossarian,

    Have faith! The forums on the Thi4f site actually go some way to reassuring me that Ubi Montreal are determined to do the series justice. Plus they are doing Deus Ex 3, which looks rather awesome.
  • Fleeby #34 2 years ago

    @donnie080208
    They weren't confusing. They were surprising, beautifully realised and showed genuine narrative imagination; something lacking from 97% of game releases these days.
  • Quint2020 #35 2 years ago

    That Riddick level really is pretty sweet, crashing in to Hoxie's office immediately after is also pretty amazing, the look on his face.... most amusing.
  • wowami #36 2 years ago

    The intro train ride to Half Life was a great level if its not really classified as one.
  • darkmorgado #37 2 years ago

    @wowami

    Agreed, the intro to HL was awesome, and I think is the sole reason why so many "cinematic" games now begin in a similar vein to set up atmosphere and location. The most recent example is, i believe, Arkham Asylum which does a largely similar thing as you are leading the Joker into Arkham at the beginning.

    When it comes to modern game design, Valve wrote large chunks of the book.
  • darkmorgado #38 2 years ago

    I wish more developers would release the design documents for their games. I'd love to see the docs for HL2, Planescape: Torment, Mario Galaxy, Deus Ex...
    They give a really good insight into how decisions are made and often show you what could have been.
  • smernicki #39 2 years ago

    that section of mgs2 was great, genuine WTF moment first time i got to it
  • IneptPercy #40 2 years ago

    I remember being lost in silent hill at one point, In the dark running away from the unknown into the unknown.
  • Artemus #41 2 years ago

    I need scissors! 61!
  • curtlikesmeat #42 2 years ago

    "On that note, can I insert the entirety of Dark Corners of the Earth? Man, that game was awesome and needs a sequel RIGHT THIS FECKING MINUTE!"

    Shame it won't seem to work on anything except XP :(
  • str8g8 #43 2 years ago

    The Sword is my all time favourite game level, a work of pure genius. Like some crazy escher print mixed with Alice in Wonderland. Some things not mentioned in the review: there are some perspective tricks where you walk down a corridor towards a door, and find the walls and ceiling getting smaller and smaller until you realise that the door at the end is like 2 feet high. If you play Theif Gold, there are some extra parts of the mansion, where they play with scale in really cool ways.

    Its still one of the only games to play with the substance of what videogames are: the void the article speaks of is really just a hole in bsp mesh, a very easy trick which probably started out as a mistake.
    Edited by 1 at 29/09/09 @ 13:01
  • Matfink #44 2 years ago

    Whaddabout the space station level in Duke Nukem that went round and round forever? If you let it...
  • darkmorgado #45 2 years ago

    @curtlikesmeat

    Wrong! I was playing it on Saturday night on my Vista laptop :-D
    I thought it wouldn't work either because during installation it threw up a weird error message after inserting disc 2, but then it ran absolutely fine once I launched it from the Games menu (and with no CD in the drive to boot!).
    Still the creepiest game I have ever played. Everything in it is disturbing, right down to the bug-eyed look of the locals. It just amplifies that feeling of "wrongness" so brilliantly.
  • Mirqy #46 2 years ago

    Fantastic article! And as darkmorgado says, retrospective of System Shock 2 please. The game that is like BioShock, only scary.
  • FogHeart #47 2 years ago

    "On that note, can I insert the entirety of Dark Corners of the Earth? Man, that game was awesome and needs a sequel RIGHT THIS FECKING MINUTE!"

    Shame it won't seem to work on anything except XP :(

    Got mine working on Vista. I'm at work, I'll look at it tonight and see what I did to it to make it work. Hang in there.
  • darkmorgado #48 2 years ago

    @Fogheart

    I didn't have to do anything to make it work - didnt even have to put it in compatibility mode.
    Just ignored the error message during installation, which didn't actually seem to affect it, and off I went.
  • tiddles #49 2 years ago

    Deus Ex, the point where you are captured and held hostage. As you fight your way through the prisoner blocks, administration wings and creepy science labs you finally break through a door into.... into.... WAIT A MINUTE!!! Haven't I been here before?

    This was the one that sprang to mind for me! Great idea for an article, by the way.
  • Dr_Wadd #50 2 years ago

    The article should have included the final level of Hitman : Blood Money. A level that appears to be nothing but a cut scene unless you happen to wiggle the joysticks to turn it in to a playable level definitely has a place here.
  • curtlikesmeat #51 2 years ago

    Guys you give me hope :p

    I've been on the official forums though and there seem to be problems that are dependant on setup. I'm on a quad core machine.... maybe that's the problem? I can get as far as the house when you go into the cellar but that's it.

    I was thinking about it today actually - the attack of the fishermen bit is one of the most tense bits I've ever played in a game, the only thing perhaps taking the edge off being that I found it quite hard which meant I had to play it through quite a few times before I got past it..... still... awesome stuff for an FPS without a gun (at that stage of the game).
  • webcider #52 2 years ago

    Awesome article and i remember that episode with in Riddick like was it yesterday i finished the game :D
    That episode was so genious in how they choose to make it appear it would never have had same impact had it been the intro of the game :)
  • Veracity #53 2 years ago

    Neatest thing about Thief in this respect was the automap giving you only minimal, broad information. In a fairly early mission (Bonehoard, I think) there's another example of that comfort zone jolt. You've had time to get cocky thinking you can manage the vague map, then you have to take a diversion through some (relatively) recent tunnels that aren't even on the map you brought, and the auto highlight switches to a scrawled note that says "Where Am I??".
  • SAMagic #54 2 years ago

    @ darkmorgado
    Some of the Planescape: Torment design files are on the net, I got high concept proposal on one (From when the game was called Last Rites). I've got the whole doc for the Ravel Puzzlewell section - it's _ridiculous_. It's something like 90 pages, describing the whole location, the dialog (naturally) and the possible outcomes, all for that one area and important scene alone.

    It's so intensive that it almost made me reconsider game design. ;)

    Also, my candidates for 'confusing' levels:
    - The Ocean View Hotel, Vampire: The Masquerade: Bloodlines. I bet it's been covered on Eurogamer before. The player has become a vampire, yet they're put through a hellish, haunted level that will scare anyone who is sat alone at home on a dark night. An awesome experience.

    - Bioshock: The encounter at the middle of the game. Everyone who has played it knows it so I'll say no more.

    - FallOut 3: Tranquility Lane was rather nuts. I thought you had to do exactly as you were instructed, that you were Braun's puppet and he forcing you to do the acts. In fact, I thought I'd re-gain the karma after I left the sim! Whoops. There was also the vault that was full of hallucinogenic stuff that caused you to see ghosts and past memories. I thought it was going to be some hidden, amazing torment of the player's past but nothing else happened. Shame.
  • YourMessageHere #55 2 years ago

    Possibly this isn't quite the same, but the secret level in the first episode of Quake, Ziggurat Vertigo. Just when you get used to the feel of the game, you end up in a low-gravity level. How do you know immediately that it's a low gravity level? Because they start you in a little hole, and your instinctive hop out immediately turns into "ummm...WTF?...cool!", followed by a realisation that grenade-throwing ogres have become significantly longer-ranged in this gravity and as such they are worthy of more fear/respect - and then you realise how you too can loft grenades back...

    Also from even earlier in the ID back catalogue, Barrels O' Fun, and also the level with the two plinths, one with a cyberdemon and the other with a spider mastermind.
  • timberwolf #56 2 years ago

    i'm sorry who was actually confused by MGS2? i wasn't. if your actually trying to decript "i need scissors 61" you need your head checked. the same people that don't understand MGS2 still watch LOST. it's all nonsense ok. like a bloody david lynch movie! you apply your own logic to it and move on. however... arsenal gear was infected by a computer virus. because arsnal had hacked raiden's codec that messed up his messages too and his radar. arsnal then explains that raiden was being groomed via manipulation of his reality. ie. the events of the plot of MGS2 where all staged. (hence arsnal SUGGESTING it was all a game) this WAS NOT breaking the 4th wall, it just seems to in it's context. that's it. it's simple. snake talking about memories is simply him telling raiden that even though he was mentally groomed to think like snake via events he could be whoever he wanted to be. he could think his own thoughts and be his own man. hence the name tag being the player. raiden is the everyman... he's john doe.
  • TeeJay #57 2 years ago

    Surely Quintin Smith coud have taken his own screen shots of the levels he was talking about?