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Operation Nervous Breakdown V1.1


By japh
Released: July 2001
Download: nerv.zip (594 KB)
Review by Barry Brien


DESCRIPTION

The Empire is rumoured to be storing nerve gas in Ects Base. Get in, get information, get out.

Here's what we need. First, raid the library level and get any important- looking data tapes you find. Important tapes won't be left in the open, though. Then search the base for gas storage tanks. We suspect the VX variety of nerve gas. Be very careful; it's lethal. Gas storage will probably be underground, and locked by code keys. The code keys will be on the base commander and his second at all times. Find them first.

According to Intelligence, the base is a two-parter. Shouldn't be too difficult, given your usual style. Just don't blow up anything -- we don't want that gas getting out. Meet me by the back door when you're done.

PLOT

This is not a bad plot. It is borrowing heavily from the plot to The Rock part 1. There is no real twists in the plot, but it does include the possibilities for a sequel. Nice cutscene featuring a message from Admiral Ackbar an a computer screen. Nice original idea.

LEVEL ARCHITECTURE

There's nothing really wrong with the level architecture. Textures are all neatly stitched, and the author uses fairly suitable bms to texture the level, but Architecture/texturing is very repetitous. It's all square rooms with overused wall textures. I know that Imperial bases are generally more functional rather than aesthetically pleasing, but it wouldn't have hurt to stick in a few arches, beams, pillars etc. Lighting was also very similar. The overall atmosphere wasn't quite there.

LEVEL INTERACTION

The multiple adjoin effect faked very effectively with the stacks of brown doors in the courtyard is a cool INF trick. There are no real puzzles to contend with. Grab a few code keys, push a few switches, no real brain-teasers. Also a lot of the doors in the level were without vocs, and that didn't feel right. It is not a very dramatic level. There is no sense of fear or climax as one approcahes the basement with the VX gas. You simply enter a small room with forcefields on 2 of the walls, behind which are barrels of VX. No boss to battle. Another thing is that the VX gas does not really come into play at all. It poses no threat all.

OBJECTS

Imperial bases are not supposed to be inhabited by Trandoshans and Grans, and in this level the author kept to strict imperial guidelines. No pointless Aliens, no Boba Fett. There were a few interesting addon waxes in the level. Alternately coloured officers, a commando with a gas mask (which I thought was a very nice touch) and some strange stormtrooper offshoots, as well as a captain Picard or 2. Another nice touch was a vue seqence of the Crow being chased by a TIE fighter. Both ships pull off impressive barrel rolls. Why did we never see any of this in the original 14 levels?

BEST FEATURE

The multiple adjoin windows and size of the base/ nice waxes

WORST FEATURE

Lack of attention to architectural detail, repetition/ no drama

SCORE: 72

There is nothing wrong with this level, it just lacks the attention to detail to make it very good. It is worth playing. I'm sure a sequel could improve upon this level and make for some great df gaming.


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