Nar Solom
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Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Antilles
72 / 100
October 25, 1998
Design:
Dynamics:
Experience:
70 / 100
70 / 100
70 / 100
First Impressions
This was a pretty good level. A tad boxy, but still enjoyable. On to the review!
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The architecture of Nar Solom was a little above average. There was some difference in elevation, but the level was rather square and blocky. Almost every sector was rectangular. There were a few nice parts in some of the larger rooms where huge pillars and slants made things more interesting. Texturing was done pretty well. There was a good variety, and everything matched up pretty well. I did notice, however, that there was a color map problem in one area. The textures were a little drab and boring in a few places too. They could be better if they were a little more colorful, considering a lot of the level had black or dark gray walls. The lighting was pretty average. There wasn't too much change or special shadowing effects, but overall, level design was pretty good.
Dynamics / Interactivity
I was pretty happy while I was playing Nar Solom. It didn't have huge masses of soldiers armed with heavy weapons, or a half-dozen ST-ATs in a single area. There were a few soldiers here, a couple Gran there: enemy placement was good. On the contrary, I found item placement to be lacking. There seemed to be a major shortage of power-ups, especially shields. I think the author could improve by adding some good secret areas, and making some gear shelves. GOG enhancement was average, but not bad either. There were doors, elevators, and such, and key doors and slash grates added to the level as well. These are all good things to have, but the level lacked really cool effects.
Playing Experience / Atmosphere
Everything was up to par with realism and detail. I enjoyed playing the level and felt it was much better than a ten-room-shoot-em-up. The plot could use some development though; elaboration on why this key is needed so much. It took away from realism when all you did was kill everyone and grab a jail key and leave. I wish the mission could wrap me up in the plot, make me really get into it. There wasn't a lot of detail unfortunately, but there wasn't anything wrong with it. There were a couple of cool elevators, and the breaking glass was cool, but there wasn't much else. The mood was okay. The city was relatively interesting, and I felt like I was in the Star Wars universe. Overall, the level ran smoothly. I did find one major error, however. In the loading area with the five or so conveyer belts you find several forcefields. One of the green forcefields will crash the level if you shoot it (or maybe if you touch it - it was hard to tell). Other than that, no problems that I noticed.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
I thought Nar Solom was a pretty decent level, it was pretty interesting, and it was fun to play. Perhaps the author would like to expand the level though. There were parts that were so closed in, with only one way to go. More of the city would be fun to play, so that should be enlarged. The elevator at the beginning just stopped at five or so big boxes and I'd like to see that improved as well. With a little work, this level could be improved even more and re-released as an even better one. Anyway, this version was still enjoyable, and worth downloading.
Design:
Dynamics:
Experience:
70 / 100
70 / 100
70 / 100
Overall:
72