Vengeance of Maris-Arco-Xon
Mission Type:
Author:
Post Date:
Download:
Robert Knipe
September 15, 1998
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Antilles
77 / 100
August 15, 1999
Design:
Dynamics:
Experience:
60 / 100
70 / 100
90 / 100
First Impressions
Vengeance of M-A.X was an interesting level mainly because it's a more original idea than most, but there were a few things that brought it down somewhat. On to the review.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The architecture of Max was very bland in most spots. There were areas that had some nice details, but others had very little, almost as if the author didn't care about them. For example, in the beginning area, all the walls of the canyonish area are perfectly vertical and quite boring, and the ground is very flat. However, in another outside area, there are different ground levels to hop around on, and there's a definite slope to the ground. Throughout the rest of the level, there was just a lack of detail. A lot of rooms were very bland, containing only minute details. In the whole level there were just a few pillars and sloped tunnels, and a lack of interesting architectural tidbits that make levels look nice. The texturing, unlike the architecture, was pretty good. There was a nice variety of textures ranging from rocky canyons to checkered patterns for floors, and they lined up pretty well for the most part. There were some places in the level, however, where there were masses of misalignments. This is unacceptable considering how easy it is to stitch things up. I was pleased with some of the texture choices because basically no one has used them before. You got to see a new look for a level, not the same textures that are in every other level ever made. The good texture choice and variety helped make the level look nice, as well as unique.
Dynamics / Interactivity
The enemy placement in Max was pretty simple, yet well done. The author used Undead warriors, Mailocs, Swamp Wampas, and Vorskrs. Also, there were a few of the Jedi statues, and all of these enemies really conspired to make it feel like you were journeying through an eerie temple. They were placed pretty well and were spread out evenly, making for fun gameplay. Mailocs were used in areas that had deadly lava on the ground so they could attack from the air while you try to keep your balance, and vorskrs lurked in ambush in their little areas. On the downside of enemy placement, I found Darth Vader in a closet, as well as a squad of stormies hiding in a room with a collapsed entrance. It was a little funny killing Darth Vader again, since he's already dead. Anyway, on to item placement. There were enough powerups, and they were spread out well. You could find a med kit here, a shield or two there, and there was a nice revive for when you're starting to feel the wear and tear of combat. I never really had too much trouble with staying alive, so that made the level pretty enjoyable. The enhancements of the level were actually pretty neat, though there weren't a whole lot of them. In one spot, you drop onto a little ledge, only to be in the path of a stone statue that proceeds to push you into boiling lava! If your quick wits and movements get you over it in time, you can go on to the rest of the level. There's a nice checkerboard look to the floor in one room - but this game is life or death. One wrong step, and you fall for eternity, or are pulled under water only to drown while struggling against the current to get air... It was actually pretty interesting. Next, you have to take a step of faith like in "Indiana Jones" and walk across an invisible bridge, and hope you don't drop to a very, very hot death.
Playing Experience / Atmosphere
The atmosphere of Max was great. I loved travelling through the mysterious temple, using ingenuity and weaponry to survive. The little puzzles made it quite interesting, and almost like a quest. The lighting was nice and dim, letting you get a little shiver down your spine as you are suddenly attacked from nowhere by creatures of the unknown. It was almost exciting. I thought it was kind of wierd that there were metal doors and buttons in this old, mysterious temple. The way you got into the temple was also kind of unrealistic. You force jumped up onto some ledges and pushed buttons that opened the front door! Talk about bad security... On the bright side, the frame rate was good and there were no crashes, and the path through the level was interesting.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
Download this level now and check out the interesting features and gameplay. If you run into DV, slay him for me, will ya? I'm tired of seeing him in levels...
Design:
Dynamics:
Experience:
60 / 100
70 / 100
90 / 100
Overall:
77