Dark Legion 3
Mission Type:
Author:
Post Date:
Download:
David McHale
February 1, 1999
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Antilles
71 / 100
January 28, 1999
Design:
Dynamics:
Experience:
77 / 100
70 / 100
80 / 100
First Impressions
This is an interesting and fun level, so check it out.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The architecture of Dark Legion III was done well. There are good details such as beams, ledges, and sloped surfaces. Some nice support pillars were also found deep in the caves supporting the rock ceiling. I felt that an admirable job was done on the ground; it was very un-even and realistic for a mine. In many places, it had little nooks and crannies to make it attractive. The ground really contributed to making the level feel like an underground cavern rather than an indoor area with rock textures on the walls. One small problem was that most of the walls were perfectly vertical, but it didn't hurt the look of the area too much. I think the place would be a little more interesting if the ceilings and walls were sloped because it would add more of a cave-like feel. All in all, a great job on creating a nice underground mine area. Inside the small base, however, was not quite as good. It was still a bit boxy, though the author took some of the edge off it with some pillars and shelves. There were some excellent support beams that featured a sloped top in one area. I was pleased with the hallway when you first enter the base; the wall is indented at the bottom and has lights running along the wall making for an interesting feature. The texturing job was pretty fair. The rock textures in the mine, unfortunately, were all the same one. I'm not saying to have seven different kinds of rock on one wall, but a little more variety couldn't have hurt. They did match up correctly; I only noticed two or three mistakes. I liked the choices inside the base a lot more than outside. Inside, they were varied, and they also looked great for the most part. Red lights went around the faces of gear shelves, and there were computer textures in the control room. The computer texture was slightly ugly because it was a small size on a big surface and it repeated a thousand times, but it's good to have variety in your textures. There were also lights in the cool hallway I mentioned earlier, and some nice cement textures on the structural pillars.
Dynamics / Interactivity
The enemy placement in DL III was not superb, but it was still good. The enemies weren't too overwhelming, but they offered a nice challenge and an enjoyable fight. The Noghri, for example, are only needed in tiny groups of one or two to give you trouble. They made an appearance, as well as the usual assortment of stormies, most of which were disarmed because a blaster discharge would explode the metal that is being mined. The item placement is also sufficient for your needs. There are some power ups, but not too many. A couple med kits and bacta, as well as carbonite made up the items for the first half, but it was enough to survive on. Later on in the level, you get a couple stormtrooper backpacks and shield recharges. I was kind of short on shields, but the items were pretty well placed so I didn't die. A few more shield units would have been gladly accepted, but item placement was decent. COG enhancement on the other hand, was very average. There was a cutscene, but it wasn't nearly as good as the others that I've seen from the author. Also, there was a slash grate and a door or two, as well as a couple of elevators. One force field made an appearance, and a COG that made the other miners help you at the beginning by fighting the Stormtroopers. Unfortunately, that is the extent of COG enhancement.
Playing Experience / Atmosphere
The level was definitely fun. It boasts interesting gameplay; you have to jump around on beams, air ventilators and ledges to get out of the starting area. It wasn't too difficult, yet offered enough of a challenge so that I wasn't bored, though the level was a bit short. One problem I had with realism was that you could use thermals and rail detonators. It says that you can't fire blasters because it will detonate the metals in the mine. However, I think a thermal or rail charge exploding would have the same effect. On the good side, supporting his "No blasters, no blasters!" rule, he removed the guns from all the stormies.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
I thought this was a pretty good level, so download it now. The architecture is improving, and the gameplay is much better than DL II. Once again, I advise the author to settle down and spend a lot of time on one level, and I guarantee it will be excellent.
Design:
Dynamics:
Experience:
77 / 100
70 / 100
80 / 100
Overall:
71