Prelude to Harkov's Defection
Mission Type:
Author:
Post Date:
Download:
Matthias von Herrmann
A long time ago in a galaxy far, far away...
http://tacc.massassi.net (3584 KB)
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Emambu
95 / 100
Unknown
Design:
Dynamics:
Experience:
97 / 100
93 / 100
97 / 100
First Impressions
I suggest that you play this authors first level set "Outpost D-42" before playing this level. Part of the reason is because the plot is continued on into this level. The main reason though is because "Outpost D-42" is an exceptional series, as well as a peek into the authors talent. And, I do mean peek. If D-42 was the authors idea of average levels, then this one breaks the mold. On the text file it states that over 500 hours were spent designing this level. At first I thought that the author was over-exaggerating on this, but after viewing the first five seconds I knew that I was wrong. By the way, this is large file to download, so click on the download link now as you read the full review.
Design / Visuals
Nar Shaddaa themes are easily one of the hardest to do in DF. The reason is simple: LEC did such an amazing job with their own version that all the other attempts have fallen short. Well, that all ends now with this level. The architecture unbelievable! There were no perfect squares at all. Every room had a certain amount of detail to it. Hallways curved, and monitors were jutted out to make them look more realistic. Exterior architecture was visually stunning. There were lots of wide open spaces and platforms were you could look out across massive chasms and see other sections of Nar Shaddaa. There were even places where you could look out and see windows with aliens behind them. You couldn't reach some of those places. The author included all this solely to make the level look more real. It worked. Texturing was equally impressive. There wasn't any one texture that dominated, nor were there too many textures. Everything was balanced so there would be variety without resorting to random patches. Also textures were placed in a believable sense. For example, textures within the Imperial sectors were clean and pristine as well as foreboding. Textures within the neutral sectors had a bit more variation. Around the computer terminals they were clean and pristine, but the colors were lighter so you don't get that sense of foreboding. Bars and marketplaces had textures that were dirtier looking and less appealing. Overall, the author did a phenomenal job with texture choice and placement.
Dynamics / Interactivity
Enemy placement was on a little on the light side, but I still thought it was enough to me on my toes. The reason is because there are a lot of civilians in this level, and the guys trying to kill you look like the normal citizens. Short of memorizing everyone's position, you won't know who's who until they're right on top of you, firing at point blank range. Unlike levels that are challenging because of the sheer volume of enemies, this one challenges you in a new and refreshing way. My only complaint (and it's not like it could have been helped due to limitations on the engine) is that the imperials under Harkov's command won't shoot back if you start shooting at them. The first time I played the level, I killed about three of Harkov's soldiers and the ones that were still standing didn't fight back. Like I said, there's nothing that the author could have done, but it was still odd nonetheless. Item placement was also good. For the number of enemies there's enough to get by. However, since you don't always know who you're enemies are, I found myself taking a hit or two before I could determine the location. The shields and health packs began to run low, along with my health. This was one of the few levels I didn't beat with 200 shields and full health. Rounding out the dynamics of the level are the enhancements. Of course, to say "rounding out the enhancements" doesn't do it justice. There are so many new features and things that it's almost too much. Almost. To talk about every single new feature in this level would take way too long. Therefore, I'll just leave you with this: every single category (BM's, 3DO's, VOC's, etc.) has been enhanced. I don't mean one or two new things either. I'm talking about eight or nine minimum for all of them!
Playing Experience / Atmosphere
Most levels usually have one area that is weaker then the other. Since I've praised the level thus far, you might be thinking that this is where the level starts to slid. Well, I have to tell you that you're wrong. The lighting is superb here. Throughout the level there's a good balance between light and shadow. Since this is Nar Shaddaa you I expected a bit more darkness throughout, and much of the lighting in the level reflects that. However, that's not to say that it was entirely monotone. Computer terminals were bright and gave off a sterile kind of glow. Exterior shots contained the greatest amount of shadow as I expected. Realism is also incredible, and the semblance is almost flawless. Rather than confine the player into the level, the author added several well placed inoperable doors, forcefields, and areas that the player could see, but not be able to get to. This made the level feel larger then it truly is. Another great thing is the fact that the player can go off the beaten path, and explore a little bit. Most authors force you to play every part of their level. However, there are tons of rooms that can be bypassed. Lastly, at certain times, the player can move vertically, which takes away the linear feel that most levels have. There's one large section of Nar Shaddaa that you can skip entirely if you think 3-dimensionally and have some explosives at hand. With these new features, superior lighting, and semblance, it's no wonder the level has a realistic atmosphere that draws you in. The plot is perhaps the only weak point. While it does do a good job of explaining the current mission, it lacks detail and substance. For one thing the author says that this level built upon his previous levels. However, the only thing mentioned in the text crawl and briefing is that you escaped (obviously) and kept some of the weapons that you stole. Also, it would have been nice if the author explained why Harkov wants to defect. These complaints are minor, however, and do not detract form the game. For the number of advanced coding I was surprised at the low number of bugs. Basically, when you're in the train or the Crow, don't jump. You might fall off. There's some minor HOMing in some of the exterior scenes, but they're not blatant. The author also says that the Repeater weapon sometimes disappears in the beginning. I've played the level dozens of times, and that's never happened to me yet. Still, be aware that it could happen. Framerate was surprisingly good. The VUE's didn't slow up my machine, nor did some of the more detailed scenes. The only negative thing about the gameplay is the size of the download. The level weighs in at a hefty 2.4 megs zipped and another meg if you include the briefing. I think it's more then worth it though.
Final Thoughts
Personally, this is my favorite DF level. Some of you might think then that the score below is based on my own bias. However, if you play this level, I think you'll see that there's very little bias in my scoring. This level earned what it got. If you didn't start downloading it yet, do it now!
Design:
Dynamics:
Experience:
97 / 100
93 / 100
97 / 100
Overall:
95