![]() |
REVIEWS |
![]() | ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Omega RedBy Jacob Lachance Released: Special Edition - July 2001 Download: orspecial.zip (866 KB) Review by GAdRS Level BackgroundThomas Gant of Rogue Squadron has been selected to perform the task of infiltrating and discovering what the Omega Red base is up to. If the research being held there poses a threat, then destroy the base. Good Luck! Initial Comments
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.
Level Design
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.
Level Dynamics
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.
Level 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 with 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.
Overall ResponseLike 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. ScoreDesign Score: 80
Total Score: 80% Reviews Index |
![]() ![]() |