Nope. 
                                                        You can't. But as for 
                                                        the idea of making the 
                                                        game faster and playing 
                                                        with that fucking disco 
                                                        pop techno metal pumped 
                                                        to the max, I only offer 
                                                        one thought: SPEED 
                                                        KILLS. 
                                                      
THE 
                                                        MAP: It is a large 
                                                        box with a collection 
                                                        of vertical slabs stuck 
                                                        in the floor here and 
                                                        there with enough weapons 
                                                        and ammo strewn about 
                                                        the floor for an entire 
                                                        tier of levels. A totally 
                                                        nondescript puke gray 
                                                        / pink texture is used 
                                                        uniformly in the map in 
                                                        a manner that suggests 
                                                        to me that Pinball didn't 
                                                        give a flying fuck what 
                                                        it was going to look like. 
                                                        He also apparently forgot 
                                                        what game engine he was 
                                                        using and made a half-assed 
                                                        DOOM level with 
                                                        Quake 3 items and 
                                                        weapons. To prove this 
                                                        theory I dusted off my 
                                                        HellMaker MacDOOM 
                                                        editor and slapped together 
                                                        a DOOM 
                                                        2 version of the map 
                                                        in exactly 42 minutes, 
                                                        twelve minutes longer 
                                                        than it took Pinball to 
                                                        make his with "Q-Radient" 
                                                        (as he refers to it). 
                                                        The only real differences 
                                                        between the maps are the 
                                                        texture graphics (I opted 
                                                        for something a bit more 
                                                        interesting since there 
                                                        wasn't an acceptable DOOM 
                                                        2 texture equivalent) 
                                                        and the player movement 
                                                        / targeting differences 
                                                        between the two games. 
                                                        Pinball chose to explore 
                                                        this advance in game engine 
                                                        technology by placing 
                                                        these goofy, teetering 
                                                        ledges on top of some 
                                                        of the vertical slabs 
                                                        upon which he perched 
                                                        a couple of boring items 
                                                        that are already amongst 
                                                        those scattered on the 
                                                        floor. I saw no purpose 
                                                        in bothering to rocket-jump 
                                                        up to examine them or 
                                                        do some sniping (which 
                                                        is probably their real 
                                                        function) because I was 
                                                        too busy running around 
                                                        like an idiot with a gun. 
                                                        By the way, to HELL 
                                                        with wasting valuable 
                                                        minutes searching for 
                                                        the goddamn BFG; I gots 
                                                        places to go and people 
                                                        to see, dig? 
                                                      
                                                         
                                                            | 
                                                        
                                                         
                                                          |  
                                                            
                                                              An 
                                                              overhead view of 
                                                              Pinball's idea of 
                                                              "lighting design". 
                                                            
                                                           | 
                                                        
                                                      
                                                      Anyway, 
                                                        to give the map 'variety', 
                                                        Pinball inserted a batch 
                                                        of spotlight entities 
                                                        (thankfully monochromatic) 
                                                        that don't really illuminate 
                                                        anything and just sort 
                                                        of point at the floor, 
                                                        helping to underscore 
                                                        the haphazard and thoughtless 
                                                        manner in which the map 
                                                        was executed. 
                                                        The saving 
                                                        grace of the level is 
                                                        that it is so brain-dead 
                                                        and simplistic that it 
                                                        makes for quite an enjoyable 
                                                        Bot-fest, and if you can 
                                                        switch off your mind, 
                                                        it actually is worth a 
                                                        game. I found the great 
                                                        "challenge" 
                                                        of the map to be how with 
                                                        its default config Quake 
                                                        3 has the player switch 
                                                        weapons every time you 
                                                        pick one up (unless that 
                                                        setting is disabled, obviously), 
                                                        and since every eight 
                                                        feet or so there is a 
                                                        new gun lying on the floor 
                                                        to trip over, one is constantly 
                                                        switching. It becomes 
                                                        a test of your ability 
                                                        to adjust for the differences 
                                                        of each weapon while on 
                                                        the run and already firing, 
                                                        which becomes interesting 
                                                        at close-range with Quad 
                                                        and explosives. Sure, 
                                                        we've all played the game 
                                                        in maps that allow for 
                                                        strategy when implementing 
                                                        weapon changes -- imagine 
                                                        one that totally does 
                                                        away with that factor. 
                                                        
                                                      GAMEPLAY: 
                                                        Once again, it actually 
                                                        isn't that bad if your 
                                                        sole interest when playing 
                                                        Quake is running 
                                                        around like a retard and 
                                                        shooting a gun. I'd rather 
                                                        have you do it in this 
                                                        map then in my local shopping 
                                                        mall's food court, so 
                                                        go nuts.  
                                                      
FUN 
                                                        FACTOR: "Whatever." 
                                                      
THE 
                                                        BOTTOM LINE: As usual, 
                                                        before you start sending 
                                                        in the flames defending 
                                                        the virtues of this map, 
                                                        I readily admit that it 
                                                        is quite playable in spite 
                                                        of my low opinion of it. 
                                                        I'm also sure that there 
                                                        will be a number of readers 
                                                        that will be impressed 
                                                        by its utter lack of nuances 
                                                        or imagination, and will 
                                                        enthusiastically seek 
                                                        out further examples of 
                                                        Mr. Ball's work. I'm happy 
                                                        to have turned you onto 
                                                        his stuff, so to speak. 
                                                        Now pardon me while I 
                                                        delete it.  
                                                      
- 
                                                        Squonkamatic 
                                                        for the People!!