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Operation Archangel 1: Mos Eisley: The Maze
By Lionel Fouillen
Released: December 1996
Download: As part of the Operation Archangel Multipack - arcmp.zip (1052 KB)
Review by Jedi Cheddar
Plot
Basically you, Kyle Katarn, hunt down a former Imperial with plans on
a new weapon. You must retrieve these plans and return to your ship.
Initial Comments
First off, I would read the briefing (the author did a much better job
than I did). Second, based on that plot, this level sounds like most
other missions: infiltrate a building, steal plans, and get out. This
one is not very different. Sure, there were some new enhancements to be
had, nice architecture, and a new setting: Mos Eisley. Read on for more
details...
Level Design
This is where the level shines. From the start though, it appears to be
a disappointment. You start out in a one-ship bay that appears to be an
inflated rectangle. Upon reaching the city though, I found different
shaped buildings, wonderful scenery. I also noticed the new BMs right
away: archways, walls, and stairwells. The wall textures worked great
with the setting; so did the arches and the sloping textures on the
stairwells. It gave a feel of realism to this level that every author
should take note of.
I would have loved to have more time to explore (and at certain spots
I did), but the enemy overload made it difficult (but more on that
later). The selected puzzles few that I did come across were easy.
Mainly it was just walking around and some moderate leaps. There was one
spot, though, that I couldn't get out of. I came to the cantina and got
held up. I couldn't find any open doors that lead to the rest of the
level. I eventually had to look on the map to see a door and use a code
to get across. Other than this bother, It was pretty decent architecture
with no noticable misalignments.
Level Dynamics
I must confess that my bias is about to set in. I absolutely can't stand
a level with remotes (even more than mousebots), sewer creatures, and
generators. This level had the former and the latter. The few remotes on
this level I could have handled, but the amount of generators made the
level almost unenjoyable. I know they were put there to keep the player
on edge, but I don't care for that type of thing. If that wasn't enough,
why don't you toss a couple of trandoshans in there too and really have
a party. Can you tell that I wasn't to happy about the enemy selection?
The enemy placement was good, however. I never found myself in a
fight with more than a couple enemies. The rare times that I did, the
author provided good protection, either in proper hiding or enough ammo
;-). The INF was nothing spectacular; mainly just doors and few others.
Ammo was decent after the initial battle with a couple of baddies with a
pistol. Never really ran out of ammo either; a couple times I actually
had my canisters full.
Level Experience
My discussion on the enemies and enemy placement leads me to my next
point: atmosphere. There were new jawa WAXs that really drove home the
point that Mos Eisley is on Tattoine. Except for the former agent, there
was not one Imperial to be had. The other new enhancements, plus the
excellent use of lighting, made me feel like I was on Tattoine had it
been in the Dark Forces world. Remember there are still limitations to
the engine, but this author made good use of it.
Overall Response
This was a level that a person should at least try once. Chances are,
though, that you will like it after that first time of seeing the layout
of the city. Sure, the generators might be a tad overwhelming at times,
but any true Dark Forces fan can fend off against two enemies at once.
Hey, if I survived it, that means most Dark Forces fans can.
Score
Design - 8.5
Dynamics - 7.0
Experience - 7.5
Total - 81%
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