Omega Red
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Jacob Lachance
A long time ago in a galaxy far, far away...
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
GAdRS
80 / 100
Unknown
Design:
Dynamics:
Experience:
80 / 100
80 / 100
90 / 100
First Impressions
This is a very new level, so it doesn't have a significant amount of legend attached to it. However, after its release, there was some discussion on the DF-21 boards. The discussion indicated this level to be overall fair and unremarkable. They were right. They did, however, mention the new weapon, which I will go into more detail on below. However, it instantly takes a hit, too. In an era where almost every level released is an instant winner, because most levels these days are built well, this level isn't an instant winner. So, next to other levels of today such as Imperial Library, The Dark Tide, and Discovery at Ironfort, it just doesn't measure up in much any way.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The architecture and texturing in this level are fair. Most textures that I noticed were old. The TXT file says that the level has new BMs. Well, it does. But they're things like signs on the walls. Most architecture works for where you're supposed to be, but there's nothing really nice. It's overall just fair. The level is planned out nicely, though. The main part of the base is split into 2 different sections that are distinctly Imperial in design. There are landing pads and underwater sections and things like that, all laid out well. Some notable areas include the unfinished bridge, the elevators that go right up to the TIE cockpits, and the catwalks. There is a place where you are on a catwalk over a large open area. This are works great, except for right at the end where it connects to the door again. The bridge ends too short, and if you aren't running or jumping, you'll fall through and die. The elevators that go to the TIE cockpits are no big deal, easy to make, but they're a nice effect. They look good, and add to realism. The unfinished bridge is the basis for the whole wet pools, which adds a lot of points to creativity on this level. I only wish that these wet pools were used for more areas of the base. The level could certainly stand to be a bit larger. It isn't really big as it is. Some more areas with unfinished bridges and wet pools would be very nice.
Dynamics / Interactivity
This level makes use of several new components. Firstly, there is a new wait screen, which is great. Unfortunately, there's no new textcrawl or creditcrawl or cutscenes. These would help a lot. There is a new briefing, which is great. There are several new enemies used as well. The wasp from Beyond Glory 1 is back in this level, used in one part several times. The underwater swimming troopers make an appearance in the wet pools and the small sea that surrounds the landing platform. Several new troops are used too, including TIE pilots, scout troopers, glowing troopers, and the field troopers first seen in the Hoerby trilogy. And my favorite part - the new fonts! I really like these for one reason - I made them. It's always cool to see something that you made get used. Currently, Omega Red and Imperial Library are the only levels to make use of these. There's not a significant amount of INF. Elevators, sure, and doors, but nothing really creative. Some transporter chutes, but not much advanced INF stuff. The author has lots of creative instincts. These come out in nice touches such as the crashed AT-ST that's underwater, the wet pools, the hanging thermal detonators and scuba gear, the X-beams on the walkway, and the new weapon. Speaking of the new weapon...don't get excited. The graphic of it that you pick up in an armory is downright ugly, and when you look at it while carrying it, it isn't much better. When I first saw it, I mistook it for a lightsaber, tried to swing it, and accidentally ended up blowing myself up. Whoops. Plus, it doesn't fire anything new. The primary shot is the same as what Boba Fett shoots. The secondary shot is still a missile that explodes, just in an explosion that was pulled from elsewhere. The only thing that the author created about this was the weapon views. So the bottom line: having a new weapon is nice, but it needs to be cool. Like the Black Whirlwind. And this weapon is no Black Whirlwind. Oh yeah, I almost forgot - the Concussion Rifle is upgraded with a little doodling on the weapon and a recolored explosion. Woohoo. As for enemies, there really aren't too many. There are several places where there is a big squad of troops assembled. But other than that, it's not bad at all. No real powerups, except for the one armory, which has everything in it. There are 2 Imperial walkers in the level, with gun turrets on their heads. One is an AT-ST, which is downright deadly with triple turrets, and the other is an AT-AT, which only has 2 turrets. The author didn't make the 3D objects, but they're still nice to have in a level.
Playing Experience / Atmosphere
There are only 4 real things I want to discuss here. First is the issue of typos. People, the least you can do is reread over what you've written before you publish it. This level has an amazing number of typos in it, most notably in the briefing. If you played hookey during English class, then have somebody else proofread it! This really detracts from the experience. Second is the crate that you came down in. As far as I can tell, an Imperial Star Destroyer flew in kinda close and just dropped a normal-sized crate that had you in it. You fall down and land on a landing pad. Uhm, can anyone say unrealistic? This is really bizarre. Thirdly, there's the ending. It's just pathetic. You're racing around, doing everything, getting keys, then you arrive at the end. You flip 3 switches, then the level is over. Blah. Not very entertaining, definitely anti-climatic. Fourthly, there's overall atmosphere. It was fine. Not amazingly perfect, but it works fine. Not too much to say - it just works.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
Like any level, Omega Red has its highs and its lows. Unfortunately, this level's lows are more pronounced than highs, and its highs are fairly few and far between. Several easily-fixable things detracted from its score. The score was also lowered through a dull plot and ending sequence. But all in all, the level was somewhat average. Mainly in the areas of architecture, texturing, and enemy placement. Pretty average. There were still some nice enhancements, and the atmosphere worked. However, to balance that, item placement wasn't quite up to even average, and gameplay was ruined by two or three HOMs, a little stitching, and bad typos. So, overall? Play it, if only because it's a new level, and there aren't enough good new levels to keep you occupied during the low points. If you don't have anything to do, then play it. You'll probably enjoy it, but it isn't going to make your week.
Design:
Dynamics:
Experience:
80 / 100
80 / 100
90 / 100
Overall:
80