Cargo Bay 5
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Level Review
Basics
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Antilles
65 / 100
Unknown
Design:
Dynamics:
Experience:
55 / 100
70 / 100
65 / 100
First Impressions
Overall, a solid level. Continue on to the review for a full analysis...
Design / Visuals
The architecture of Cargo Bay 5 was pretty good. It featured a lot of bars and tables, as well as windows and raised areas. There were a lot of rooms, but they basically were all rectangular and plain. I liked the bar because it wasn't boring; it had a good shape and was textured differently. The author used a variety of textures, which made it look pretty nice and took the edge off of the boxiness throughout the level. Lighting was pretty similar the whole time, but there was a little variation in the caves. Overall, the level design was decent.
Dynamics / Interactivity
Enemy placement was a little under average. The use of Trandoshans was quite liberal, I assure you. There were a great deal of stormtroopers in the base, almost unrealistic for such a small place. Item placement was good, on the other hand. I had enough power ups to keep me happy, but enough to keep me on my toes. This is one of the few levels where I have actually been pleased with the amount of power ups. INF enhancement was also pretty good. There were a lot of button doors, and elevators were also present. Unfortunately, there was one problem.
Playing Experience / Atmosphere
I thought the level was pretty realistic; there didn't seem to be any plot loopholes or errors. It was just a remote Imperial Prison Outpost, but I don't understand why it's called Cargo Bay 5, because there is no cargo bay. The items would also have been more realistic if it was scattered through the level, not all piled at your feet. It was pretty detailed for a Dark Forces level, using a combination of bars, windows and elevation change to make an interesting level. I enjoyed playing the level, and that is one of the major points for level mood. If you don't like the level or feel "in the Star Wars universe", then it hasn't done it's job. Playability was pretty much average. All the Trandoshans made life difficult, but overall it wasn't too overwhelming or annoying. Unfortunately, there was a Boba Fett in the level, and this really disappoints me. I don't think every level ever made needs to have Boba Fett in it. I'm pleased to report that this level had no fatal crashes of errors, so functionality was good.
Final Thoughts
I felt this was a good, solid level. The author could touch up some of the texturing and release it again as an even better level. That is, if he still remembers that he made it. It's been a while! I would suggest taking Boba Fett out as well, and perhaps thin out the number of Trandoshans. A little more architecture, including weapons shelves, beams and other details would make this level even better.
Design:
Dynamics:
Experience:
55 / 100
70 / 100
65 / 100
Overall:
65