Imperial Satellite Outpost
Mission Type:
Author:
Post Date:
Download:
Antony Espindola
September 15, 1998
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Emambu
73 / 100
November 3, 1998
Design:
Dynamics:
Experience:
61 / 100
73 / 100
70 / 100
First Impressions
Well, the plot is new...unimaginative but new. Although, it can be placed anywhere in the SW timeline, I have to give it some credit since it was one of the earlier MotS SP levels. As far as plot problems go, I couldn't find any which is always a nice sign.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
Well, it was one of the earlier levels, so I guess you know what's coming. Boxes! That's right, every room except the control room was either a box or a rectangle. I realize that it's an Imperial outpost, but still makes for dull play. Fortunately, the author added ledges, computers, and a reactor to keep each room unique. The new wall textures were a nice touch, but it doesn't make the boxes go away. I hope that the author improves upon his architectural design in future levels. Lighting didn't improve the level either. Although shadows were put to good use, I noticed a distinct lack of colored lighting around terminals, and other spots where the color would have really helped accent the room and the level. Furthermore, shadows tended to be one degree, along with light (which was also one degree). This, of course, made for very repetitious playing. The textures helped keep the originality of the level up, but there weren't enough of them. Several textures were used over and over again until I was sick of them, especially in the hallways. For example, the textures in the cargo drop room were used to good effect. However, rather than keep up the variety, the author goes right back to the standard grays that we've seen over and over.
Dynamics / Interactivity
Enemy placement was average at best. Only two rooms offered any type of challenge. The rest of the level was way too easy, with only a couple troopers in the hallways and other rooms. While the author could have fixed this problem by lowering the number of shields, I found to my dismay that there would be no such attempt. As it is the level can be beaten with only a modicum of skill. Shields and health packs were abundant enough. Ammo a little scarce at times, but it never got to a point where I had to be conservative with it. All of these negative factors beg the question: was there a saving grace to the level? My answer would have to be "yes", and it's in the form of COG's. There are lots of new COG's in the level that show off the authors talent and humor. In addition to the standard door and elevator COG, the author included several on-screen texts which help the game progress. Most are witty, but some are important to the completion of the level. Moreover, cut-scenes that consist of something more than just a simple rotation, adding to the overall enjoyment of the level (my favorite was the ending).
Playing Experience / Atmosphere
You will find detail in this level, but it won't be continuous. In fact, there are only three rooms that have any sort of detail to them. Part of this is due to the lackluster architecture, but another part is due to the levels size. I beat this level the first time I played it in under 10 minutes. It's incredibly short, and when half of it consists of running through hallways you can be sure that there isn't going to be much in the way of detail. Realism also suffers from the levels length. Outside shots show the outpost to be of decent size. However, the level took me through all the major points of the outpost in such a short amount of time, that I began to question the outposts setup. I realize the necessity of the reactor and the main control room, but why are they placed only a few feet apart? Also, there's no real semblance. You open up door and it's a control room. You open up an adjacent door and it's a reactor room. You walk down the hallway and suddenly you're in a garbage masher. Everything seemed slapped together, and the quickness at which everything happens allows for almost no mood to be developed. You start off not knowing what the imperials are up to, if there're on the outpost at all. However, five seconds later that mood vanishes as several officers open fire from across the room. Maybe the author should have taken some ideas from the DF level "Fest Revisited". Everything else happen so quickly that the only mood I was left in was frustration from the lack of mood. One thing you won't have to worry about in this level is lag trouble. With almost every room confined to its small, cubic structure, this level played exceptionally smooth for me, even without the 3D card. Unfortunately, the levels diminutive size keeps the replay value down at the bottom. The only way I can see people coming back is to try and find all the on-screen texts and witty little scribbling that the author put into his level. One good thing about "ISO" though is that there were beta testers used. I was very pleased with that since most authors tend to forget the value of a tester. Despite being small, this level stays bug-free. Even the cut-scenes are smooth and without problems.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
It's an average attempt. Some parts were good and other were terrible, but the end result is a mediocre level that should be played if you have five to ten minutes of nothing better to do. Although it was good when it was released initially, there are better levels out there to play.
Design:
Dynamics:
Experience:
61 / 100
73 / 100
70 / 100
Overall:
73