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REVIEWS |
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Space StationBy John Sekeres Released: March 1997 Download: spacstat.zip (170 KB) Review by AlexG Initial CommentsOkay, this level is just plain not very good. It's really not good.
In fact, I would go so far as to say it's bad. Okay, see if you wrap
your mind around this one: The entire level is centered on using a
special effect from another level, and that level was based on using
that same special effect, and, finally, that special effect was
originally part of the original fourteen levels. Not only could the
author not come up with an original idea, but he then went on to make a
bad level around it.
Level Design
If you think that's my only quip, well, you've got another thing coming. This level is a box-fest. Squares are everywhere. And just look at the hangar bays! Brace yourself, they're really spectacular! One box, an elevator, and a view to the stars. Views out to the stars are everywhere in this level. But, for some reason, you can shoot out of all of them. There's no glass or anything at all. How it is that the vacuum of space hasn't sucked us all away yet I'll never know. On a similar note, there are doors that lead out into vacuum. Somehow, all the air magically stays in the hall! If you just can't stand to put an airlock in, at LEAST spring for a force field texture. Textures repeat again and again, and again and again. And again. The
architecture itself repeats, too. I ran into identical rooms over and
over. This level is turning out to be a real letdown.
Level Dynamics
If you were hoping things would improve in this section, well, too bad. No such luck. Enemy placement is about the only good thing. Notice I don't say excellent, outstanding, or wonderful, just good. That is because there were a good number of enemies, but they weren't placed well. First problem, there were a lot of those thermal detonator guys around. That's fine, but why the author thought it would be fun to put them in rooms with low ceilings is beyond me. They would wind up, pitch the detonator, and it would blow them up. I never had to fire a shot. Dark Troopers were also hanging around, but not in sensitive or critical areas. Just, wherever the author felt they would be well placed. Well, he didn't think very much. A few minor quips that, when combined, should turn into a full blown gripe. First, the author was incapable of using any kind of Flags. For those of you who don't know, Flags are the settings that cause a sector to be outside or have a slippery floor. If you look outside, you'll see that the stars are solid. In some of the outdoor sections, you can even hit your head on them. Wall Flags were absent too, causing weird effects on elevators. Instead of the elevators looking like they're moving, they just seem to appear out of thin air. This is hard to describe, but if you waste your time and download this level, you'll see what I mean within the first 2 minutes of playing. One other thing, this level has a lot of "Solar Wind". I don't mean
plasma flying off the sun, wither. See, what I mean when I say "Solar
Wind" is when you hear the sound of wind whistling by, even though we're
on a space station. What else could you call it? Oh, I know. Bad.
Level ExperienceMy idea of a good level experience is when it looks and feels real. Light levels are good in a level with good experience. Also, special effects and additives really help to make the level feel like reality and a success. With that in mind, this level comes out to not be so good. I think there were maybe, 2 light levels. That, and all the problems in the dynamics section shattered any illusion of reality. That's about all there is to say here. In closing, this level is not worth the time it takes to download it.
ScoreDesign Score: 4
Total Score: 40% Reviews Index |
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