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Back to Yavin (* * * * *)

 
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Matt H
Dark Trooper Phase 1

Joined: 24 Sep 2003

PostPosted: Apr 17, 2004 16:30    Post subject: Back to Yavin (* * * * *) View user's profile Send private message Reply with quote

Back to Yavin by Peter Klassen (* * * * *)

Crow's Nest gave it 94%
Katarns review: 87%
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Barry Brien wrote:

A very good mission.

[Message edited by Barry Brien on September 08, 2002]


DarthDoctor wrote:
I don't really have much to say beyond what is said in the Katarns' review. I thouroly enjoy this mission, except for the 'shoot-and-run' bit at the beginning, but I also want to mention how the mission goals bugged me.

You plant the sequencer charge before you find the prisoner. That just seems wrong to me. What if you get killed trying to rescue the prisoner? Buh-bye, he just got blown up!

But... look at the Katarns' review, then I must say, "ditto".

------------------
"Goin' out west where the alligators fight;
They duel all day and they duel all nite;
Afterwards it's all all right;
Out where the alligators fight."

Charles Rigby


Barry Brien wrote:
Maybe it's a remote controlled sequencer charge.


Sheldon wrote:
I really loved this level and played it many many times. Many parts were far too easy - in fact the whole level except for the droid with the Fett logic.


Jeff 42 wrote:
I've lurked at these forums for a while. This is my first post. After playing through this level again (for the first time in years) and reading the reviews, there was something I just had to comment on.

DarthDoctor:
Quote:
You plant the sequencer charge before you find the prisoner. That just seems wrong to me. What if you get killed trying to rescue the prisoner? Buh-bye, he just got blown up!



The Crow's Nest:
Quote:
One thing that did bug me were some flaws in the order in which things were accomplished. I infiltrated the base and expected to find Gardine next. But instead I ran into the coupling for the sequencer charge first. This suggests I should set the charge without having found Gardine or the tapes. This makes no sense; I would first want to ensure the safety of the prisoner, then blow the base to bits. But I planted the charge anyway, and was then forced to listen to the alarm sirens blaring through the rest of the level. It's not a big problem, but it sure does get on your nerves.



Katarns Review:
Quote:
For the entire second half of the level, you have this burning desire to yank out the cords on your speakers. That's because there's a horrid alarm noise coming out of them. Well, horrid isn't the right word. It's not horrid, for after a while it blends in with everything and you can tune it out just as you can a bad teacher. But, it is pretty annoying.



It seems that no one was paying close attention to the mission briefing, which includes this sentence:
Quote:
Do not try to explode anything: the temples on Yavin are more than 1,000 years old and are parts of an ancient culture.



You aren't supposed to plant the sequencer charge at all! The annoying alarm noise is a punishment for not following instructions! My guess is the level author was making a joke about the over-used objective of having to plant a sequencer charge. I find the whole thing to be pretty funny. old skool grin



Barry Brien wrote:
Pretty cool. I never actually noticed that.


Geoffrey Simpson wrote:
Seeing it that way, it is actually funny. I never thought of it!

------------------
--I'm only wearing black until they make something darker.--


DarthDoctor wrote:
So... you weren't supposed... to destroy...

:: Burns effigy of Klassen ::

:: First burns sspelling ::


.

xanthier
Dianoga

Joined: 24 Jun 2005

PostPosted: Jun 27, 2005 15:16    Post subject: View user's profile Send private message Reply with quote

Sorry to bring this up but I played this level and at one point I hit these switches in this room and I guess I accidentally summoned lord vader??(or his hologram at least.) Anyway I was forced to die over and over again
wasting all four of my lives, because I couldn't move from his force choke hold and I kept reappearing at the same spot, I hate bogus traps like this, the punishment is too severe IMO. I tried shooting the switches, shooting vader, and just about everything else.

is there any purpose to this room? is there anyway way to escape it, why isn't there any warning?

Fenwar
Admiral Ackbar
Admiral Ackbar

Joined: 15 Sep 2003

PostPosted: Jul 04, 2005 07:34    Post subject: View user's profile Send private message Reply with quote

You can escape by hitting the switch again to shut off the hologram (I think).

The immobilisation is due to a bug in DF with icy sectors (the ice floor effect is switched on in that room when Vader appears). If you get stuck, you can get moving again by pointing in the right direction and then pushing your mouse forwards.

HTH

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