Meeting at Balfor
Mission Type:
Author:
Post Date:
Download:
Michael Chastant
July 20, 1999
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Anteater
60 / 100
August 9, 1999
Design:
Dynamics:
Experience:
70 / 100
50 / 100
60 / 100
First Impressions
The story seemed a little simplistic to me; I've seen quite a few levels where a rebel base falls under attack. I hope that this is more of a level to set the stage for the rest of the Terror on the Outer Rim series. It is said you can tell a level's architecture by the first scene, and the first scene isn't bad, so I was fairly optimistic. I was bored through the first area, since no enemies were placed there.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
Level design is inconsistent. The outside sections of the base look like a city - most of the buildings are without doors or purpose. The texturing was also inconsistent, but there wasn't anything horrible about any of it. In fact, some of interiors were done very well, conforming to a base design but differing enough to keep it from getting tedious. I loved the living quarters in the command center. The bunk beds were a nice touch, giving it a barracks feel. There were some nice architectural designs on some buildings, mainly the ones without purpose. The hangers were good, except for there being a T-16 Skyhopper in a New Republic base. I'm not sure, but I don't recall these having any military applications. There were some nice E-wing 3do's and a new landspeeder 3do. The design for the warehouse where the final part of the level takes place is strange. The grate to get into the sewers is surrounded by crates, so there is a square opening in a stack of crates revealing the grate. I don't think the rebels would've stacked their supplies that way. The sewers are blandly textured. There are two holes in ceilings in this level; one of them is here, the other is a secret area. This one is pretty hard to spot. Also, its hard to get to the end of the sewer where the hole is because of the bland texturing; You can't tell a passage from a wall.
Dynamics / Interactivity
The enemy placement isn't anything great, but it's not terrible either. Sometimes you'll run into small guard/patrols, other times into large mobs of stormtroopers. Shields and health can only be found in the hospital, command center, and secret areas, so naturally there are not enough to keep you alive. In some areas (especially in front of the command center), I had to quicksave after every enemy to get anywhere. Most of the time I was running around without shields and barely any health. There was a Repeating Blaster Cannon on a ledge of the Command Center building, but you had to fight through all of the stormtroopers to get to it. You couldn't see most of the troops below because the cannon was a few feet back from the edge of the ledge. So the Repeating Cannon was pretty useless. There was nothing spectacular with cogs, but there were a few slash grates and two large bacta tanks in the hospital.
Playing Experience / Atmosphere
Meeting at Balfor was again inconsistent in this area. Sometimes it totally felt like you were in a rebel base fighting off the empire, and other times it seemed like you were in a box shooting at stormtroopers. Several things took away from the base feeling. In the hospital room where you retrieve the bag with the courier's information, there is a Tusken Raider laying on one of the beds. Since when do Tuskens join the New Republic? Once I got inside the Imperial command post, I noticed there was no switch to open the locked door from the inside, meaning the only way to get into the post is to battle through dianoga-infested sewers. There was only one dynamic attack in which a squad of stormtroopers blows up a hangar door in the Command Center and rushes in to take the rebel troops. More of these ambushes would have made the level more interesting. The author did do a good job of making the rebel soldiers and officers talk (with dialog written at the top of the screen, though), and I couldn't find a single typo. However, it wasn't characters that triggered the speech, it was a certain spot on the floor (I discovered this when I shot the Commander of the base, who stood still all the time for some reason). There was only one shade of light, this again detracted from the experience. You'd think the sewers and ventilation shaft would be dark, but they weren't. This again made the level more tedious then it should have been.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
I was not impressed with this level. I think so much more could've been done with this level, had the author taken more time in the design stage. He also could've put more textures and better lighting in, but again, he didn't. However, the sheer size of the level (there is a fair amount of distance to cover) and the challenge (If you're a very good player) might warrant a download.
Design:
Dynamics:
Experience:
70 / 100
50 / 100
60 / 100
Overall:
60