Stormtrooper: Vengeance
Mission Type:
Author:
Post Date:
Download:
Michael Chastant
December 1, 2000
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Emambu
83 / 100
December 13, 2000
Design:
Dynamics:
Experience:
82 / 100
84 / 100
83 / 100
First Impressions
Despite some shortcomings, I enjoyed this level. For starters, the plot is even more extensive then the little blurb I gave. It actually contains a small script, which is a rare but welcome addition to JK and MotS levels. Another reason, why I enjoyed this level is that it finally vanquishes the popular myth that Massassi editors could only produce quality mp levels. For a long time, the only sp levels to come out of Massassi were small saber fights contained within boxy rooms and wrought with poor texturing, little to no atmosphere, no replay value, and an apparent lack of detail. However, along comes this level, and shatters that myth.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
If the author has a forte in editing, I would have to say, judging from this level, that it's in his interior architecture. The author does a spectacular job at creating the various rooms here. Control rooms within the spaceport and the rebel base were adorned with computer panels, arrays, and alcoves. In some spots the walls sloped and in others there were varying degrees in elevation, which allowed the author to create some unique looking areas. There were only a few places where the detail was little more then a box. The architecture in the exterior parts of the city was not quite as good, unfortunately. While I did notice some good use of pillars, beams, and bridges, much of the city was too open and vacant. The detail wasn't nearly as high during these parts either. All but one of the spaceports was little more then circles with the occasional fuel tank or crate. Some of the buildings, when viewed from the outside, were very basic in design. Several looked like cubes or cylinders and some didn't even have windows. Texturing had its share of hang-ups as well. For example, most of the first half of the level consisted of three textures. Once the player actually got into the city itself, the texture variations were a bit more frequent, and some ended up looking really good. The water treatment building had wonderfully balanced textures, as did some of the rebel control rooms. Misalignments were few and far between too, which helped keep this a mechanically clean level.
Dynamics / Interactivity
Despite a good placement of enemies, I felt that this levels was still too easy, even on the "hard" difficulty setting. However, we'll get into that soon. Right now, I do want compliment this level on its actual placement of enemies. First time editors could learn some good pointers here. The rebels didn't stand out in the open, waiting for the player. They were hiding behind corners, up in alcoves, up on roofs, and generally doing their best to ambush you. This makes sense since they know you're coming. It was nice to see a handful of bad guys (or good guys if you want to get technical), hassling the player. However, despite the good placement, the level will still be a bit too easy for most people. This is partly due to the space between the fights (even on "hard" you can go for some length without running into an enemy), but mainly it's due to the item placement. For such an easy level, I was surprised that the author would give you a rail detonator right at the start. Once you get the concussion rifle, it becomes a turkey shoot. There are also more then enough shield recharges, health packs, and bacta tanks to keep you going. Like the enemy placement, the enhancements were few and far between, but were also used to great effect. First off, there are some nice looking MAT's, and 3DO's. Al McDonald's skins look as good as always, and fit in with the theme of the level nicely. Rounding off the enhancements are new WAV's, AI's, and a quick cutscene two-thirds of the way through the level.
Playing Experience / Atmosphere
Since the level takes place at night, the exterior lighting was pretty monotonous. There were times - like in the tunnels during the first half of the level - where it was a few shades darker but the difference isn't noticeable enough to get in a twist over. However, the author did have an opportunity in the interior designs to do some good lighting variations. For the most part, I was not disappointed. I really enjoyed the shading when lights were placed on the corners of walls. Realistically, the level didn't have many problems, but I still had complaints that ultimately hurt the atmosphere. I'll start with the good stuff first. In addition to some good interior architecture, lighting, and at times texturing, this level also has some really good semblance. It's a little odd how the author, who had so much trouble with space management in the exterior parts of the city, could have such an amazing concept of space management while working within four walls. I mean, the layout of the water treatment building and the rebel base was so good that you could probably draw up blueprints for them. Puzzles were another key proponent to the level. Although it ended up being little more then a key hunt, the means needed to reach the keys (especially the yellow one) will make the player think a little. Lastly, not every area is on the critical path. The author lets you go out, explore, and try different methods of attack. These things really helped add to the atmosphere. However, like I said earlier, there were some aspects that ended up hurting the overall experience. There were little things I've already mentioned (buildings that had almost no exterior detail, the ease with which it is to win) that hampered the level. However the biggest problem was that the overall theme was not well carried out. The plot says that there's going to be this huge invasion of the capital city. Well, that must have been occurring in another part because I sure didn't see anything that resembled a massive imperial strike. You have a couple troopers right at the beginning helping you out. Once the first batch of rebels are dealt with though, they stay behind and guard the ship. That's the first and last time you will see anyone helping you. Halfway through the level, you do run into another squad of troopers, but they too just stand around. More then ninety percent of the level is a solo effort. There's no teamwork, and that can be a huge problem when the theme of your level suggests nothing but teamwork. Moving on, the level does have good mechanics. I didn't see anything wrong with the level besides a few stitching errors. Framerate was also relatively high. As long as you have a 3D graphics accelerator, and a computer fast enough to run MotS, then this level should give you no trouble.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
If the author creates another SP level, and I hope he does, I would recommend that it take place within a base or some kind of structure. This would allow the author to make good use of his talents in interior architecture, semblance, and interior lighting. As for this level: it's not perfect but there's no reason for you to not try it out. Download at your convenience.
Design:
Dynamics:
Experience:
82 / 100
84 / 100
83 / 100
Overall:
83