Battle of Toprawa II
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Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Matthew Pate
87 / 100
September 5, 1999
Design:
Dynamics:
Experience:
95 / 100
90 / 100
90 / 100
First Impressions
You may remember in the original level that I said that the story was a little stuffed up. However, the author decided to elaborate a little more, and it turns out that the planet Toprawa was re-colonized by the New Republic, and the Imperials have been trying ever since to get it back, hence the bomb in the original level. It's nice to see author's improve on earlier mistakes by supplying us with a story to go along with the level. It makes it feel much more realistic. Anyway, onto the review...
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The Architecture in this level is easily on par with most of the LEC levels, with all sorts of nifty features chucked in to give you a fun experience. Ramps, bridges, stairs, multiple leveled buildings, windows, little crevices with signs, checkpoints, air ducts, and practically every other type of architectural goodie you can think of. Of course, there is a down side to all this which I will mention below. Texturing was just a little below the standard set by the architecture. There was still a wide variety of textures, and thankfully no stitching errors, but due to this level being set in a rather under-developed city, there are only a certain amount of textures that can be used. Those that were used gave a very Katrassii Spaceport type feel.
Dynamics / Interactivity
Enemy placement was pretty good, although it could get a little overwhelming at times. Some places felt eerily empty, and others were just jam-packed with Pirates and other aliens seemingly jumping out of every available place (I have to admit I liked the bit where they were attacking a picnicking family). Overall, the substantial health and shield packs placed liberally throughout the level made it so the level wasn't too hard. Enhancements, although not as high quality as the architecture, were still fairly well done. There were quite a few new 3dos, mats, cogs and some other stuff. There were doors with broken switches, flying ships and other nice little goodies that made the level better.
Playing Experience / Atmosphere
The atmosphere was where the level excelled. The lighting was positively excellent, with shadows everywhere, of course helped by the fact that the level is set at night. Ambient sounds were abundant, and there were also conveyor cogs placed liberally throughout, meaning there were tons of waterfalls etc, and the level felt exactly how I would picture a city. While there were no stitching errors, HOMming, or crashing, the framerate left a little to be desired. While some areas were silky smooth with a frame rate of over 50, other areas were just plain poor, at around 10-15 fps. This was due to perhaps a little too much detail. Of course, these also happened to be the areas where a lot of enemies were situated, which contributed to the frame rate problem. Either fewer enemies in the detailed areas or more enemies in smaller blander areas could have fixed this.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
Overall a very fun level to provide you with a spare hour or so of fun the first time you play it. On subsequent attempts it will take you around half that, but will still provide a fair amount of entertainment due to the large firefights in open areas, with you scrambling for cover. A must download.
Design:
Dynamics:
Experience:
95 / 100
90 / 100
90 / 100
Overall:
87