Battle on the Outer Rim 1
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Level Review
Basics
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Overall Score:
Date Reviewed:
Emambu
89 / 100
June 3, 1999
Design:
Dynamics:
Experience:
92 / 100
86 / 100
95 / 100
First Impressions
The plot, while simple in its basic form, has several sub-plots that keep it interesting. It's, in a way, disappointing that these sub-plots never go beyond what was given during the level. However, there are supposed to be two more levels in this series, so that can be excused. There wasn't any plot oversights or errors that I could find. Furthermore, the author adds a few twists and surprises, which enhance it as well.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
Probably the main feature of "Battle on the Outer Rim" is its architecture. Unlike some authors who merely focus on the design for one or two scenes and then skimp out on the rest, this author managed to create a solid feel throughout the level. Now, there wasn't anything that was particularly eye-popping and jaw-dropping. However, what the author did was add little touches of detail here and there. This, not only enhanced each room, but also added to the level's atmosphere and realism. For example, there's one scene in this massive room where the author places metallic rings around the rock walls. Now, he didn't have to do this, but the level would have looked dull without them. Also, there's other areas where the author adds beams, pillars, and support struts to add to design. In the older mine areas, the support struts holding up the rock ceiling actually looks worn out- now that's attention to detail. Texturing was equally impressive. Textures vary enough throughout the level without the whole thing looking like random patches. There were a few stitching errors, which detracted from the design, but it was nothing serious. Another good thing about the textures was that all the textures used were believable for the setting of the level. In other words, since this is a mine, I was expecting textures that you would normally find in a mine such as rock, metal, concrete/stone, etc. it's something that some editors seem to forget about. Therefore, I congratulate this author for that.
Dynamics / Interactivity
Enemy Placement, for the most part, was adequate but it seemed like there weren't that many enemies in the beginning. About 75% of the pirates can be found near the cantina and marketplace, but all of them are fooled by your disguise. Therefore, despite a good placement of enemies, you only end up fighting about 10 pirates or so, which makes the first half of the level a little too easy. Fortunately, the challenge is increased once you make your way into the older sections of the mine. Pirates and droids are replaced with Mailocs and Drugons. This ends up being a deadly combination, as well as a fun challenge, since you end up being attacked from two different angles. As for actual placement I didn't find anything wrong. Unlike imperials, it's more then understandable to have pirates milling around, talking to other pirates. However, in the high-security areas they were alert and ready, another plus. Items were also well placed. There's enough ammo to get by if you're conservative with it. You'll have to hunt around for it though, since Mailocs don't drop ammo for you to conveniently pick up. Shields and health packs were also well placed. In the beginning there isn't much in the way of revitalizing yourself. Then again, it's pretty hard to die in the first half of the level. Most of the shields and health packs are in the last half of the level, where the real fighting begins. There are also quite a few enhancements to the level. In addition to all the new COG's and MAT's, two new items grace the level. However, they're both at the very end. There's also a new ship, and some KEY's. However, the big enhancement is actual dialogue! It's so refreshing to actually hear the characters, instead of reading their text lines. It's something I encourage more editors to do.
Playing Experience / Atmosphere
Perhaps the only thing that the author suggests is that anyone who plays this level has a 3D graphics card. This is so the player can fully appreciate the lighting in the level. I must say that the author is correct on this one. The colored lighting used greatly enhances the mood and overall atmosphere of the level. The sewer pipes don't look half as good without a graphics card. The rest of the level is equally impressive. The author uses a lot of shadows to accent an eerie kind of mood. When coupled with the screeching of Mailocs and the beautiful design, the result is a solid atmosphere that keeps the interest of the player throughout the level. Now, with all of this praise you might be wondering if there was any downside to the level. Well there is. The level slowly begins to unwind concerning the realism and gameplay (although to be honest, all of the points are minor). For one thing, I never really understood how my identity was given away. From the start of the level, I went into the main area where there were a couple of pirates standing around. As I expected nothing happened. Then I went downstairs into the high-security area and five Gammoreans attacked me. I realize that this is a high-security area, but there was no indication that my identity was blown. Maybe if the author had provided some dialogue or something to let the player know that the situation had changed, then my opinion would be different. Also, the setup of the level left me with a question. Is it me, or does it seem like the flooded parts of the level are above the pirate base? This doesn't make sense. If that's true, why isn't the pirate base flooded as well? Then there's the fact that the level was way too quick, especially in the beginning. I managed to shut-off the defense shield within the first minute playing. I had expected that I would need to go through a bit more of the base, but alas that wasn't the case. Concerning the gameplay, there were also a few issues. Aside from the bugs, (there weren't that many anyway, and it was minor things like HOMing and stitching errors) there are some big framerate problems. I counted at least two areas where my computer slowed down tremendously due to the size of the area, and this was with my 3D card on. When I took the 3D card off, my computer nearly locked up from the lag. Fortunately, most of the level is fluid, save for those two parts.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
Like I said, all of the gripes were minor. Overall, this is a solid level. I definitely recommend it for anyone with a 3D card. That way you will be able to enjoy the lighting and overall atmosphere to its fullest.
Design:
Dynamics:
Experience:
92 / 100
86 / 100
95 / 100
Overall:
89