Rebel Base
Mission Type:
Author:
Post Date:
Download:
Gian Marzot
September 1, 1998
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Antilles
32 / 100
September 27, 1998
Design:
Dynamics:
Experience:
4 / 100
2 / 100
5 / 100
First Impressions
This level doesn't really stand out. The design and gameplay aspects were below average, and a number of other issues took away from the experience. Read on to see exactly how this level performs...
Review Screenshot 1
Review Screenshot 2
Design / Visuals
Rebel Base was a below-average level. The sectors were rather boxy and unimaginative; however, there were a few interesting parts. The beams on the ceiling added a nice effect, as did the computer panels. However, the shape of the rooms could stand to be upgraded. I discovered HOM around a few doors and 3DO flickering. An outside area housing a TIE Bomber was rectangular and did not remind me of a natural place as much as an artificial one. The textures were good for a base in the mountains, however, there wasn't enough diversity. Textures were used over and over again, and did not always line up correctly. Lighting was plain overall, but there were a few areas where the shadowing effect was very good. Unfortunately, a few walls were pitch black in fully lit areas.
Dynamics / Interactivity
Enemy placement in this level was overwhelming and illogical. In a few rooms, there were single stormtroopers guarding, but in one area you're up against a huge regiment of them. All the troops were in this huge mass, except the other five scattered in the rest of the level. Item placement was practically nonexistent. There was a key, and a couple of pieces of gear later, and that was it. Everything has to be picked off the bodies of your vanquished foes, but since they are all basically in one place, you're dead before you can grab any ammo. This level could be made better by adding some shields, and thinning out the enemies. COG placement was limited to a few simple doors, and one secret area. There were no mission objectives, and that really made the level pointless. You just run in, kill forty or so stormtroopers, walk into a dead-end closet, and the level ends.
Playing Experience / Atmosphere
I really didn't feel immersed in this level, and it just didn't capture my attention. It's just a ten-room shoot-em-up, and it had no plot. I did like some of the details like the beams, but overall the rooms were bland, box-like and without detail. It needed a story or reason for why you're going to this base, and why the Empire was so interested in it anyway. I played the mission on a Pentium 133 with 48 MB of RAM and no 3D accelerator. I'm pleased to report that there were no fatal crasher or errors. Unfortunately, all forty stormtroopers in one room really slowed down the frame rate, which made the battle unenjoyable. I felt that the gaming experience was poor, only a simple kill-fest without puzzles or intrigue. It was a five-minute level: five minutes to make, five minutes to play. The level didn't fit into the Star Wars universe, and was undistinguished from any other level.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
There was minimal work put into the level, and it was obvious. It was small, boxy and packed with stormtroopers and few power-ups. The author did show some editing skill with small details, but he needs to carry that detail throughout the entire level. As for the plot, it needs one, and the number of enemies needs to be a little more realistic.
Design:
Dynamics:
Experience:
4 / 100
2 / 100
5 / 100
Overall:
32