Jake McHenry: The Clone Menace
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Level Review
Basics
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Date Reviewed:
Antilles
78 / 100
February 10, 1999
Design:
Dynamics:
Experience:
80 / 100
80 / 100
80 / 100
First Impressions
Here's another quality level by SavageX. Read on to find out more about this new mission for the clone of Kyle Katarn...
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Design / Visuals
The architecture of Clone Menace was quite good. In the outdoor sections, the ground was rocky and uneven, and there was good use of elevation change. One problem was that all of the walls were perfectly vertical, and that took away from the outdoor feel. Overall though, it was an interesting canyon. The outside of the rebel base featured a nice set of support beams, but unfortunately the building itself was quite boxy. Inside the base there were some very interesting hallways. Instead of using boring vertical walls, they have sloped ones. The doorways throughout the level were creative as well. There were a couple sets of double doors, and the sides of the doorways sloped instead of the hated rectangle. In the fighter bays there were nice beams and pillars, and one featured a small runway which added to the detail level. As you move through the level, you see a nice amount of beams, sloped surfaces, pillars, and other details. Texturing in this level was also very well done. I thought the textures looked great for a planetary installation. There were assorted metals, light patterns and other interesting texture choices. They were varied decently, but in one or two areas there's a little too much of one texture. In the outdoor areas, only one or two textures are used; a bit more variety is needed. For the most part, the textures lined up, and there weren't any color map problems. Overall, a nice job in the level design department.
Dynamics / Interactivity
The enemy placement in Clone Menace was decent. The enemies weren't too overwhelming, yet the level offered a nice challenge. There were a few areas that I had to play once, twice, or even three times, but that signifies a good difficulty level. You are the clone of Kyle Katarn and you're working for Grand Admiral Thrawn, so in this level you fight rebels, which was a nice touch. Item placement was done well. You find shields and ammo lying behind crates, and there were sufficient amounts to keep you alive. If you find the armored vest up on a catwalk, you'll be quite happy. The power ups are pretty well spread throughout the level, though one problem I saw occurring with nearly every piece of gear was that it was floating off the ground. In addition to enemy and item placement, COG enhancement was innovative. The level featured a door that was locked with a code. You had to find a console and press it, which displays the code. After you return to the code door, you enter the numbers, and press the button to open the door. Also, there was a nice wind tunnel that really thrusts. The usual assortment of doors, locked doors, button doors and elevators made their appearance as well. For the most part, dynamics were done very well.
Playing Experience / Atmosphere
The level had a good atmosphere. It was a fun level, and you may even play it twice. It was a nice change to be able to light up some rebel scum, and the architecture makes for an interesting setting. The lighting is excellent. There is a good amount of variety in light levels, and colored lighting is used very well. Blue lights tint areas around doors and windows, and really make everything look a lot better than it would in plain light. The gameplay was interesting also. You had to crawl through vents and venture through canyons to achieve your objective. Unfortunately, one thing that killed gameplay was the force field deal. You had to slash four power conduits to power it down. One is right next to the force field itself so you get the idea of how to disable it, but the other three are in three identical rooms which are right next to each other. It was just so uninventive and boring to walk in to a room, slash the conduit, and repeat the process two more times in identical rooms. Otherwise, gameplay in general was solid.
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Final Thoughts
This was another good level from SavageX. It was fun shooting up rebels, and it has nice architecture, gameplay and texturing. Overall, a worthwhile mission indeed. Download it now!
Design:
Dynamics:
Experience:
80 / 100
80 / 100
80 / 100
Overall:
78