Dartana Spaceport
Mission Type:
Author:
Post Date:
Download:
Ted Thompson
December 15, 1998
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Emambu
89 / 100
December 23, 1998
Design:
Dynamics:
Experience:
90 / 100
89 / 100
90 / 100
First Impressions
Usually I use this section of the review to comment on the plot. However, this plot is sound but basic when broken down. Therefore, I would like to comment on the level as a whole before I break it down into its individual parts...so here goes: Wow! This is one of the best MOTS levels I've played (right up there with "Harjassk Diplomacy" and "One Rebel's Sacrifice"). There...I had to get that out. Now I can continue calmly and review this level.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
I'd like to say that this is the best architecture I've seen in a MOTS level, but I can't. "Return Home" had much better architecture. Then again, "Return Home" was just a preview whereas this is a long, full-length level. So I guess I can say that this level has the best architecture I've seen. I must admit I was a little skeptical at first since he used a lot of JED betas as editors. Also this first scene is little more then a circle with a Y-wing in it. However, within moments the author opens up the level, and everything is changed. In a lot of levels, authors tend to use one plane for the floor and another one for the ceiling. This gives the level a flat, boring look. This level is different. I found maybe one area that looked boring. Ceilings and floors alike are sloped appropriately, giving each room a unique and refreshing feel. The author also implements multi-tiers or floors, a welcomed, but rare feature in third party levels. Perhaps what surprised me most was the detail. The kitchen at the end, for example, has many support beams jutting across the ceiling, giving the room a certain feel to it. At times I forgot that I was playing a level, and thought that I was actually in the SW universe. Now, far be it from me to hype up a level too much; however, if you play the level "Sith Cave" and then play this level, it's pretty safe to say that you will notice a difference. Texturing was really good. There were times when the same textures were used over and over, but they were minor cases. For the most part, the level consisted of well-balanced, various, textures that blended well to give the level a pleasing atmosphere.
Dynamics / Interactivity
You'll have plenty to shoot at in this level. Stormtroopers populate much of the level, with an assortment of beasties rounding out the enemy mix. Not, that I mind. This is a spaceport after all, so there are going to be non-humans walking around. For the most part enemy placement was good. Imperials could be found in a lot of the primary traffic centers, whereas the Grans, and Weequays populated much of the spaceport's underground areas. One thing I really liked was how the author was able to successfully spread out the fights. There were very few rooms without enemies, and some rooms had a few enemy generators placed in them. However, at the same time, there weren't any fights that got out of hand. This helped keep the level fluid, fun, and at the same time, challenging. Item Placement, unfortunately, was not placed as well as the enemies. Ammo was never a problem. In fact, it was a bit too plentiful. Shields and health packs were also abundant in the first half of the level. I ran into a revive during the first minute of playing. However, at about the halfway point, the shields and health packs disappear completely and don't reappear for the rest of the game. I think the author should learn to spread his items around better. Enhancements were plentiful. Most of them were in the form of COG's. Now, I love a well executed COG. This level has a lot of them, but they don't have the flash as some COG's have had in previous levels. Then again, all of the COG's used fit in realistically with the rest of the level, which in my book is just as good as the flashy ones. There are also new textures, WAV's, and a new AI at the end that helps add to the levels features.
Playing Experience / Atmosphere
One thing that impressed me was how well the author set up a mood in this level. Areas that you walk into (that were once dark) suddenly light up as you set your foot in them. Colored lighting is sparse, but when it's used, it's used to great effect. For example the air conditioner has a deep shade of blue to it. This helps bring out a certain coldness about the place. Fortunately, the blue is not so intense that it cannot be penetrated from a lightsaber's glow, which is a big plus. Realistically speaking, I didn't have any problems with the level. However, the setup of the level does raise some questions. The author did a good job using various locked doors, which gave the level a much larger feel then it truly is. However, my qualm is not with the size of the level, but it's setup. At certain times (Especially in the beginning) the level stopped looking like a spaceport and started looking more like a mining facility. I realize that much of this occurs in the lower levels of the spaceport, but it would have made more sense (at least from the design of the level) had the author simply stated that Jan would be dropped off in a nearby mining facility. The only other problem I could think of is the fact that the fuel pipe dead-ends into an air conditioning unit. Of course, these complaints are minor as most of the level is setup appropriately. One of my favorite parts is how the author integrates the design of the level into the various puzzles. At times, it becomes a bit more then a simple "Slash the right grate". At one point, I ended up doing something that I thought would be suicide, but turned out to be an important part to the progression of the level. Mechanics were pretty good. I experienced some slow-down in some of the larger rooms, but it was never a problem. As far as bugs go I couldn't find anything other then some annoying clipping and HOMing. All in all it was a clean level.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
Just a quick word to the author of this level: If you're reading this please continue with your series! You have shown a great talent at making MOTS levels! Keep going with it! That out of the way...download this level! You won't be sorry.
Design:
Dynamics:
Experience:
90 / 100
89 / 100
90 / 100
Overall:
89