Leeza's Destiny 2
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Level Review
Basics
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Date Reviewed:
Antilles
77 / 100
December 23, 1998
Design:
Dynamics:
Experience:
80 / 100
65 / 100
80 / 100
First Impressions
Part two of Leeza's Destiny is out, and it looks like SavageX has created another quality level. Now, let's get down to business.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The architecture of part two was pretty good. It was a bit boxy, but it wasn't incredibly boring. Details like ledges and gear shelves helped to take the edge off of it though. The level also did not have huge areas that were really boring; a few large rooms had cool conveyor belts, stacks of crates and computer terminals which really livened the areas up. There weren't any steps or ramps, which made it a little boring. If a set of steps were added, it would definitely make things more interesting. One thing I didn't like was that two rooms in the level are exactly the same, and it made it just a little strange. I noticed some details like beams and shelves, and there was a barracks complete with bunk beds. Unfortunately, a great majority of the rooms were squares and rectangles. Also, the outside areas reminded me more of a canyon than a forest in some places, which doesn't make sense since the level is on Endor. Texturing was truly excellent in Leeza II. All of the texture choices were good, and they suited their area well. I only noticed one or two places where they weren't aligned correctly, and there were no color map problems. I thought that the whole level looked really great; interesting texture variety and usage, and great attention to texturing details. One problem is that some of the areas had stony textures, and if you watch Return of the Jedi, you don't see many rock canyons like there were in this level.
Dynamics / Interactivity
Enemy placement in Leeza II was done well. Instead of huge masses of soldiers guarding every point of the base, token troops and small detachments were spread out through the level. One or two areas had a large number of enemies, but you have the sniper scope, so it's just the right difficulty level. Item placement was also commendable, but there were a few small problems. I felt that the level was a little too easy with such an abundance of shields, but there was plenty of ammo and first aid equipment. There were a couple of revives, and though they were well placed, it overflowed the level with power ups. The COGs were pretty fair. There a were a lot of doors, elevators and breaking glass panes. Also, Leeza talks and there are button doors and slashgrates. The cut scenes were also done skillfully, and they added a lot to the level.
Playing Experience / Atmosphere
This level felt interesting. There was a nice, dim lighting effect, but it was not too dark. Also, everything looked nice, and the outside area looked pretty good. Unlike some of the other levels made where I mix them up because they are so similar, I'll remember this level. It has a distinctive feel, and it's fun. Gameplay was also good; it did happen to crash once, but it didn't slow down a lot in any one place.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
I thought this was a commendable level. The architecture was slightly boxy, but the level looked really good. The story also had a long background, proving the author has put a lot of thought into this piece of work. I definitely feel that this level is worth downloading, so do so now!
Design:
Dynamics:
Experience:
80 / 100
65 / 100
80 / 100
Overall:
77