The Dreaded Tower
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Level Review
Basics
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Overall Score:
Date Reviewed:
Ryan
43 / 100
October 3, 1999
Design:
Dynamics:
Experience:
40 / 100
50 / 100
30 / 100
First Impressions
The story provided by the author sounds a bit trite, but I always like to give every level a chance. Unfortunately, this level is a disappointment in every way. From questionable texture selection to architectural problems to the story, it fails in each category. Read on to find out exactly why this level just doesn't make the cut.
Design / Visuals
Architecture was not just boxy, but rife with errors. In quite a few places, there were paper-thin walls, as seen in the screenshot above. As if the paper-thin walls weren't enough, most of the flights of steps in this level could not be ascended normally. You would have to jump from step to step to get up - which makes me wonder if the author even tested the level before release. A great deal of the level is made up of small, rectangular hallways, and there is not one piece of eye candy to be found anywhere. Though the architecture may have been bland, the curious use of textures really brings down the aesthetics of this mission. Supposedly, the tower is some sort of an Imperial base, but you wouldn't get that impression from the texturing. The level is divided between three basic categories: rock textures, industrial textures, and Sulon textures. Not only is it unprofessional, but it also conflicts with the story. Who would imagine that an Imperial fortress would be made out of water-filled tunnels burrowed though solid rock? Overall, you won't see anything exceptional here.
Dynamics / Interactivity
The level's dynamics were along the lines of its design - mediocre at best. The author made the great mistake of putting aliens like Tuskans into the Imperial tower. While I don't recall any place where they were actually in sight of each other, how can whole groups of Tuskans living inside the tower be explained? On the plus side, there were adequate powerups, but enemy placement, on the other hand, was still a bit of a disappointment. Most stormtroopers were either in large groups, or stationed in dead-end corridors. Other enhancements were almost non-existent. If you don't consider the numerous elevators and key doors, there was practically nothing to keep the player entertained.
Playing Experience / Atmosphere
Gameplay in this level left much to be desired. You start off directly in front of three AT-STs, so you'll need to be quick if you want to get out with minimal damage. The player should never start out under fire. It's important for authors to remember that when first entering a level, the player needs a few seconds to get their bearings. The loading text brings even more questions. The author states explicitly that there is no direct route to the top of the tower, but why would that be? Realism suffers as you soon realize that everyone at the top of the tower could have only gotten there by swimming through the rock tunnels and jumping on the dangerous ledges. The appearance of Jerec was also a bit disturbing. The original Jedi should not be used in custom levels! How many times has Jerec been resurrected to star in another low-budget level? Too many times. Authors should be original with their plots and characters, as so much more is possible if time and effort are applied. Lighting is of your typical one-level variety, except for one room that was nearly pitch black - but other than that, don't expect too much in the way of atmosphere.
Final Thoughts
This level is less than mediocre. It doesn't really make sense, and not enough time and effort were put into its design. If you have nothing better to do, you could theoretically download this level, but I wouldn't waste my time.
Design:
Dynamics:
Experience:
40 / 100
50 / 100
30 / 100
Overall:
43