| Author |
Message |
Jackson Dark Trooper Phase 2
Joined: 24 Sep 2003
|
Posted: Mar 03, 2006 18:32 Post subject: Jungles of Caldoun (* * * * *) |
|
|
Jungles of Caldoun by Mark Haidekker (* * * * *)
TACC 92%
Download
|
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
Posted: Jul 08, 2008 00:08 Post subject: |
|
|
I remember this one quite well, because in my opinion it was the only Dark Forces level to successfully pull off a jungle atmosphere. But since it has been years since I've played the level, I need to play it again before I can write a proper review. Stay tuned!
_________________ I don't think outside the box... I customize it. |
|
sheepandshepherd Trandoshan
Joined: 01 Apr 2008
|
Posted: Jul 08, 2008 16:12 Post subject: |
|
|
Yeah, definitely 5 stars in my book. I don't think any other level has ever attempted a jungle look, but this one proves that anything is possible using the Dark Forces engine, even a jungle full of detailed vegitation, animals, sounds, and annoying little mosquito creatures . The puzzles were a lot of fun, mainly because they took me so long to figure out The only two things I wish the author would have changed are making the barely-visible hole in the fence bigger and creating some new jungle enemies to replace the Grans . . . but either way, one of the most exciting levels I've ever played.
(Sorry, did I steal your spot, BG? )
|
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
Posted: Jul 08, 2008 17:23 Post subject: |
|
|
Sorta, but that's fine
I'll probably play it again tonight and write a proper review on it soon after.
_________________ I don't think outside the box... I customize it. |
|
Fenwar Admiral Ackbar

Joined: 15 Sep 2003
|
Posted: Jul 09, 2008 12:44 Post subject: |
|
|
I remember opening up the GOB to figure out one of the puzzles. Just about the only time I've both (a) needed to do that and (b) considered it worth doing.
Personally I didn't think the jungle itself was that great - to me the screen just looked a bit messy. But it would be interesting to see how those textures look in... erm... some other, more modern engine? 
|
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
Posted: Jul 09, 2008 18:08 Post subject: |
|
|
Yeah, I did too. It took me forever to notice that the energy shield briefly shuts down for about half a second allowing just a small window of opportunity to shoot the switch. I opened it up in Dark Forge and noticed the brief stop while looking for an alternative route inside.
As far as jungles go, I'll try and post pics of my Jungle level soon 
_________________ I don't think outside the box... I customize it. |
|
sheepandshepherd Trandoshan
Joined: 01 Apr 2008
|
Posted: Jul 09, 2008 20:11 Post subject: |
|
|
Oooh, competition
Can't wait, especially after playing your Force Crystal level . . .
|
|
Sen Dianoga
Joined: 25 Oct 2009
|
Posted: Nov 14, 2009 22:21 Post subject: |
|
|
How do you open the coded door? I ran through all the combinations and got nothing. I tried using LACDS to find a keycard in the area available to me but got nothing.
Edit: Solved it. Apparently this is the one door in the universe that you CAN use explosives on, but only from one side. Thats the kind of puzzle for which you need to lock the player into the area, so they'll try random stuff sooner instead of wandering across the entire map in search of a red herring.
|
|
Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
|
Posted: Nov 14, 2009 22:56 Post subject: |
|
|
I played through this one again recently. I remember it being much better than it actually is. A lot of it consists of running around pulling switches without knowing what they do. I cant believe that I gave it 5 stars. I would be more inclined to give it 3 after replaying it.
|
|
Sen Dianoga
Joined: 25 Oct 2009
|
Posted: Nov 14, 2009 23:49 Post subject: |
|
|
Yeah, I wasn't too impressed. I gave up about the point of the blind switch pulling and guessing.
|
|
The MAZZTer Death Star

Joined: 25 Sep 2003
|
Posted: Nov 15, 2009 01:35 Post subject: |
|
|
Yeah I don't think I ever finished this one, ended up getting confused and lost or stuck.
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
|
sheepandshepherd Trandoshan
Joined: 01 Apr 2008
|
Posted: Nov 15, 2009 04:08 Post subject: |
|
|
It had potential, but I agree, not knowing where to go next ruined this one. Directing the player is important in level design.
|
|
Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
|
Posted: Nov 15, 2009 15:30 Post subject: |
|
|
And the 'jungle' sections were terribly ugly. It wouldn't have been too hard to make it look a little more natural.
|
|
Sen Dianoga
Joined: 25 Oct 2009
|
Posted: Nov 15, 2009 18:53 Post subject: |
|
|
Its silly to even want to be fair after so much time has passed, but I'm going to try. It was only a few slip-ups with the mystery switches that stopped this being a 5-star map. The setting was new and I thought mostly well realised, the enemies were different and I had to kill them in different ways due to ammo. (anyone else ever get sick of Stormtrooper rifling everything to death because you have so much ammo for it?)
I'd have preferred more time in the jungle than the base. Theres enough variety in jungle landscapes/scenarios that more could have been done - A large swamp, treetop canopy, forest fire, river delta etc. Given the age of the engine I've have been prepared to forgive incomplete visual fidelity for something a bit more representational. Its like the difference between impressionistic painting and photorealism. Yes, this isn't Crytek and can't draw every blade of grass, but if you just stand back a bit, you canbe crawling through foliage so dense that its like a wall on either side of you!
So, yeah, a little playtesting and half the number of switches, some cues/signposting and no red herrings, this could have been a really good map. Parts of it are good, but the problems cause them to be overlooked.
Mark Haidekker tried something different and almost succeeded. Props to him.
|
|
|