Savage Winds
Mission Type:
Author:
Post Date:
Download:
Mark Brown, James Brown
April 5, 2000
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Evan Carson
69 / 100
April 12, 2000
Design:
Dynamics:
Experience:
71 / 100
68 / 100
59 / 100
First Impressions
The story seems to look like it was thrown together in a couple minutes and I was worried that the level might be the same. However it was obvious that a lot of time was put into the level, even if most of it was spent on the wrong things. Read on...
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The level design was okay, and had a lot of potential. A lot of the architecture was actually very good and it's obvious the authors have some talent. Unfortunately, there was a good bit of poor design spread through the levels. It seemed to me as if the authors had rushed through certain parts of the level and spent lots of time on others. The levels flowed reasonably well, despite the problem areas. The texturing was much the same, acceptable in places but below average for the most part. There were some terrible mip-mapping problems with the new textures (when you got closer the wall would look completely different than it did before). Also, a lot of the switches were placed in odd places, like embedded straight into rock cliffs. They were also too small and it was frustrating trying to activate them sometimes. While there were some pretty bad texture problems, I have to admit there were some clever ideas as well. For example, there was a river with pollution running into it and the authors added a nice effect which made the brown water streak across the river. As well as this, there were some nicely done waterfalls that were fairly realistic (even if some of them flowed upwards!).
Dynamics / Interactivity
Clearly not a lot of time and thought was put into enemy placement. The level's idea of enemy placement was simple; pile on a large group of aliens every few meters. This made it frustratingly difficult sometimes and not much fun. Straight from the start the player must fight swarms of aliens. Not only that, but the wolfmen sounded like stormtroopers, an obvious mistake by the authors. The powerups were similar, only were much sparser than the enemies. Occasionally you'd come across a randomly placed supersheild or smuggler backpack but never when you needed it most. There were a couple of neat secret areas though, so it wasn't all bad.
Playing Experience / Atmosphere
This is where the review gets bad, I'm afraid. Atmosphere in this level was destroyed by the fact that so many things were illogical or just plain wrong. The upward flowing waterfalls, flashing lights coming from nowhere, and magical hovering platforms all did their part to make this level seem unreal. Everything seemed scripted and nothing seemed to have any real thought behind it, most of the 'puzzles' were trying to find a hidden passage or door. To make matters worse, there were some nasty bugs in the level. Several times I was booted from the game and there was HOM in a couple places. The HOM is mentioned in the readme as an unfixable bug. My guess is that it is because there were so many surfaces visible in one area (JK/MotS have an upper limit to the number they can show in one shot). Maybe next time the authors should concentrate on some more carefully done architecture.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
The authors definitely have talent but they need to spend more time on some areas of their level design. It would be much better to make a small, well-done level rather than a poor quality huge level. The authors know how to do levels well, so I hope they spend a bit more time on their next level. So my response: you can try this level if you want but I suggest you wait for the next level by these authors, it should be many times better.
Design:
Dynamics:
Experience:
71 / 100
68 / 100
59 / 100
Overall:
69