Death Star
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Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Antilles
45 / 100
October 13, 1998
Design:
Dynamics:
Experience:
40 / 100
40 / 100
40 / 100
First Impressions
This is a relatively low-quality level with some strange aspects. In addition to being a bit hard, the design is also lacking. Read on for the full review.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
Level Design in Death Star was rather blocky and boring. Every sector was rectangular, and the ceilings were really high. The texturing was bad too. We've all seen the movie, and this level just does not look like the Death Star. The lighting was nearly identical all the way through as well, with only one or two changes. The level could be improved by including sectors of all shapes and sizes, not just huge rectangles. Also, the bar area is so big, but all it has are a few tables and a whole bunch of men. Make it smaller, and convert it to a nice, detailed officers lounge, and it'll be better. The bar is man-high, so it needs to be cut down to a normal size. The cargo bay with the Falcon was pretty cool, and it was funny find Threepio and R2 in their hiding place.
Dynamics / Interactivity
Enemy placement was below par, considering their were at least thirty stormtroopers in one area. The level had way too many enemies, but if a lot were taken out, it would seem a bit less daunting. The items were a problem also. The holocron was stuck in a niche behind a second-rate bar. Items were just laying on the floor in a huge hallway. I don't think that the Imperials just leave stuff on the floor too often. The author would do well to make some weapons shelves to put gear on. COG enhancement was the saving grace of Level Dynamics. There were a few key doors, button-activated doors and elevators to make it a little more interesting, but it could use a little work. More interesting features would make the level more enjoyable.
Playing Experience / Atmosphere
The author broke the number one rule of editing - smugglers and Imperials do not work together! There were no Ithorians on the Death Star! Or Rodians, Gran, not to mention holocron cubes. Details were relatively non-existent. There were a few beams and a wierd item that looked like some sort of missile, but that's as far as it went. I wasn't immersed in this level either, it felt like a nearly impossible shoot-em-up with an unrefined plot. The Death Star was definately packed with troops. On my P133 with no 3D accelerator it was showing significant slowing which brought down playability. I'm pleased to report that there were no fatal errors or crashes, so functionality was right on.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
Death Star was an unrefined level. I feel that with a bit more work on the author's part, it could become a much better level. The sectors need to be more creative, and the troops need to be thinned out. New textures and more interesting areas would also make for a better gaming experience. One last thing - get Greedo off the Death Star!
Design:
Dynamics:
Experience:
40 / 100
40 / 100
40 / 100
Overall:
45