Intruder
Mission Type:
Author:
Post Date:
Download:
David Lovejoy
A long time ago in a galaxy far, far away...
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Emambu
90 / 100
Unknown
Design:
Dynamics:
Experience:
89 / 100
90 / 100
94 / 100
First Impressions
Ahh, a plot shrouded in mystery where your objectives are not well known. The author was smart enough to include the fact that the layout of the base isn't well known. Therefore, he could get away with pretty much anything.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
You can tell in the first few seconds of the game that the author wasn't planning on doing a half-assed job. The architecture was solid. Although there was nothing spectacular or eye-popping, it was consistently stable throughout the level which is just as good in my book. Besides, it's an imperial base and they're more into efficiency rather than look. When stripped to its basic foundations a lot of rooms are boxes. However, the author added windows, ledges, cargo crates, computer terminals, and various other things which kept each room unique and interesting. External areas were done naturally with various rock formations jutting out of the ground. Texturing was also solid. New BM's add to level, giving it a cold atmosphere. Stitching problems were virtually nil and walls lined up properly with ceilings and floors. Lighting was one of my favorite parts about the level. As you progress deeper into the base, the author increases the number of shadows, adding to the tense atmosphere as you search the base for...something.
Dynamics / Interactivity
Even though enemies were where I expected them to be, I still felt that this level had a few too many of them. Although there were never 20 enemies in a room, the way they were placed allowed me to walk into a room and then get ambushed by imperials, Some firefights got out of control despite the fact that there were only 5 or 6 enemies shooting at me. This is because the author placed them next to doors, behind pillars, and in-between crates. The two DT's at the end surprised me but they were placed with a purpose. It wasn't completely gratuitous. Shields were placed thoughtfully as well. I never had enough shields that I could feel safe about rushing into a fight; however, I wasn't constantly on the brink of death. This made the game fun and challenging. When combined with the good enemy placement, it really added to the challenge. There was a bit too much ammo for my liking and in certain cases it felt like it was placed randomly. I wish the author would have taken a bit more care into ammo placement as he did with enemies and shields. Maybe it's my imagination but I thought that the imperials fired at a much higher rate then normal. Although that might be due to the modifications on the weapons that the author implemented. Now, the bryar pistol and the stormtrooper rifle fire blue lasers instead of red ones. I for one like these lasers better since they seem to be more powerful. Now when you shoot a trooper, his chest rips open as he dies, adding to the small (yet noticeable) violence factor in DF. New VOC's and to the realism of the base, and one VOC (coupled with a new 3DO) actually scared me for a few seconds upon hearing it for the first time.
Playing Experience / Atmosphere
There is so much detail in this level that I can't possibly describe it in this short little section. One thing I will say is this: I strongly suggest that everyone who plays this level takes time to look around. Lasers drill deep into the planet indicating that the imperials are indeed mining something. In some spots the lighting flickers. The author also included a lot of small architectural details that the hasty player might miss on his/her first time through. Realism was absolutely incredible. The base itself is constructed in a believable sense: There are four levels to the base, joined by four elevators that take you down into the corresponding floors. The best part of the level is the fact that it's completely non-linear. The are a dozen smaller elevators that allow you to, essentially, make your own path. According to the on-screen text, I set the second elevator charge before setting off the first one. The only complaint I have about the base setup is that too much of it is devoted to cargo storage. For such a secret and secluded base I would have expected a bit more advanced technology. Mood was very well established. When you first start off you're not really sure as to what you are looking for. This gives the level a certain mystery, and the numerous shadows and foreboding feel serve to accent that mystery. Then, once you find the material and head up to the surface via an elevator that's conveniently placed next to the material, the author still doesn't let go. Instead he adds to the foreboding sense by placing VOC's that increase in volume until you reach the source. It was a great way to cap off the level. Due to the numerous paths that the player can take, this is a level that will keep you coming back to try new directions. Also, the new features in the level help add to the replay value. Functionality wise this level had some HOMing that got pretty ugly in certain spots. Every now and again, I spotted a texture that didn't match up properly. However, all of these bugs are minor and shouldn't detract from the gameplay. When playing this on a P133 I was impressed by the lack of lag troubles. This is a big level, but most of it should flow by pretty quickly.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
This is level that should be played by anyone who is a fan of single-player levels. Good architecture, new features, and non linear movement make this level one that keep the players coming back to try new things. Download it now!
Design:
Dynamics:
Experience:
89 / 100
90 / 100
94 / 100
Overall:
90