Staging Area
Mission Type:
Author:
Post Date:
Download:
Michael Chastant
January 12, 2000
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Evan Carson
68 / 100
February 7, 2000
Design:
Dynamics:
Experience:
63 / 100
67 / 100
70 / 100
First Impressions
This level was quite a small download and that usually implies a bad level so initially I wasn't looking forward to this review. After reading the detailed story though I did start to think "maybe it won't be so bad after all."
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The architecture in this level was reasonably good. Nothing outstandingly amazing, but it wasn't completely boxy either. The level's theme was the highly over done Grey-Imperial-Space-Station theme which would be fine, except that it's been used in so many levels that people grow tired of it. The architecture was acceptable but it wasn't anything new, and a new, innovative design is important in level creation. Players do get tired of seeing the same old thing in every level, no matter how good it was the first time (though Imperial base levels were never that great to begin with). Texturing in the level didn't help much either. Following the lead of about 50-60 other levels this author used the drab light-gray textures available in JK. True, there were variations; some of the walls were dark-gray; but overall it didn't look too nice. I recommend that the author uses some brand-new textures in his next level. I know as much as anyone that not everyone has the talent to create new mats, but there are plenty of free textures around so that shouldn't be an excuse. Even the use of a more unique colormap (and the corresponding textures) adds a great deal to any level.
Dynamics / Interactivity
This level had another horribly over used feature: Dark Troopers. If they were placed well I probably wouldn't mind, but these were not. They were almost always in large groups and they were positioned in a way that meant you could shoot them before they'd even seen you. The rest of the enemies were like this too, which made it difficult because although they were placed badly, they were always able to damage you simply because of the sheer numbers of them. Items in the level were similar, always in large groups. There were revives and healthpacks but always in big clusters which were never very useful. Weapons seemed to be scattered around in odd places too - I found a blaster scope in behind a computer terminal.
Playing Experience / Atmosphere
Atmosphere in the level was non-existent. There was almost no lighting whatsoever, it was all at the default brightness. I think lighting is the most important thing in a level next to architecture. If this level had been lit well it would have greatly increased it's score. It's something the author should look at enhancing in the future. The level does another level editing "don't" - you play as an existing character (Mara Jade). The majority of levels out now use either Kyle or Mara and people want a change. It's no big deal to invent a new character but it adds so much to the overall experience.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
If you want something to do or if you played the first in this series then give this one a go. It might be fun through once but don't expect it to be a long-term keeper.
Design:
Dynamics:
Experience:
63 / 100
67 / 100
70 / 100
Overall:
68