Remnants of the Empire 1
Mission Type:
Author:
Post Date:
Download:
SavageX
September 13, 1998
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Anteater
87 / 100
September 27, 1998
Design:
Dynamics:
Experience:
90 / 100
90 / 100
80 / 100
First Impressions
As soon as I read the text file, I was so excited! I loved the assault cannon from DF - to bring it back in JK would be great; multiplayer games would be better than ever... Read on to see what I thought about Remnants of the Empire.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
I thought that the design of RotE was excellent - on par with some of the other superb JK SP levels out there. (Warzone 2 and Arca Tera come to mind.) Textures were stiched properly, I had no HOM on my machine, and they were varied from room to room - but not so much as to disorient you. I liked the chasm separating the two bases, which was also designed and textured nicely. Lighting was also great, with pools and shadows all over, and the right amount of brightness and darkness for each area.
Dynamics / Interactivity
First of all, I had to say that I thought that for such a short level (it took me only 15 or so minutes to finish the level without dying) it was pretty hard. I restarted my player twice because of those pesky rail troopers and repeater commandos all over. There were more enemies than one would expect, but it made the level seem like a high-security area, which it was. I never saw groups of more than four at a time, so I wasn't overwhelmed, it just took a while to knock down my health and shields. The only really tricky place was near the cargo/hangar bay door, where I counted six turrets firing at me from inside and out. I thought item placement was awkward, as I found caches of weapons in some places, while I was starving for health in others. Ammo wasn't a problem, as I scavenged what I could off of bodies. In the COG department, I didn't see much that was new, except that when I went up to the top of the base and tried to escape without the gun, Jan told me to go back and get it, and didn't let me leave - a nice touch.
Playing Experience / Atmosphere
This level was well-thought, the plot well-done, and the mood set for Star Wars. I saw the average amounts of detail, namely blinking lights and the odd 3DO. Bonus points for making a new 3DO as well - the assault cannon, even though making it actually work would have been a wonderful feature. The path through the level was multi-tiered, with more than one way to get to where you need to go most of the time. There weren't many puzzles, the only ones I saw being the secret areas - something, might I add, that was seriously lacking in many (but not all) SP levels up until now. Playability was great for this level, as I could get to my objectives with a challenge. I had no framerate problems, and I never had to cheat, so that was good. RotE played smoothly with no crashes whatsoever, a sign that the author knows his stuff.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
This level, with some more work, could be one of the greatest SP levels in existence, going head-to-head with Warzone 2, Arca Tera, and even some LEC levels. With some more work, this would be a truly excellent level.
Design:
Dynamics:
Experience:
90 / 100
90 / 100
80 / 100
Overall:
87