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TIE Defender Base: CE (* * * * *)

 
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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jul 13, 2008 00:07    Post subject: TIE Defender Base: CE (* * * * *) View user's profile Send private message Send e-mail Reply with quote

TIE Defender Base: Collector's Edition by Paul Nemesh (* * * * *)

DF-21 Hall of Fame

Crow's Nest 97% / 96%

Ord Mantell A

Download
Optional Cutscene

_________________
I don't think outside the box... I customize it.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jul 13, 2008 00:39    Post subject: View user's profile Send private message Send e-mail Reply with quote

The first DF add-on mission I ever played and remains one of my all-time favorite levels in ANY game.

I was totally blown away by what could be accomplished in a DF level and inspired me to try harder with my own work in regards to attention to detail and creativity. It was the moment I saw the TIE Defender 3DO fly down the canyon when I knew this was something very special.

While the level doesn't use too many new elements, it does use what has been offered very efficiently and beautifully. I never once got tired of walking around the canyons and bases, it gave me a nostalgic feel of my favorite level in Dark Forces; Test Base. My favorite bit of architecture was being able to walk behind the waterfall to retrieve the Repeater.

Enemy placement was close to perfect with a few surprises here and there, even the Dark Troopers (which I normally would frown upon) worked with this level. It really added to the feel that this facility wanted to keep any spies out.

Puzzles were basic, but still challenging and fun. Basically, everything fell together the way it should have and every difficulty was perfectly balanced.

I honestly have no gripes about this level. Sure, some areas were basic in design, but it all worked.

I could not have asked for more in this level. As far as add-on mission's go, this is one of the finest achievements in DF history for it's time. It really helped raise the bar for future levels to come.

10/10

_________________
I don't think outside the box... I customize it.

Sen
Dianoga

Joined: 25 Oct 2009

PostPosted: Nov 15, 2009 18:33    Post subject: View user's profile Send private message Reply with quote

Its too easy to be critical of old custom maps. I'm looking back with a decades hindsight at amateur efforts by one guy. I've criticised at least one map that got an early 5-star review before things like Mt. Kurek came along, and I've just realised that wasn't fair. It only takes one or two bad design decisions to spoil the experience and make us overlook all the goodpoints of a map.

So let me just say that I was in no way disappointed by TIE Defender base, even against a modern standard. There was lots about the architecture that was good or clever, and even when it was very basic the enemy placement and challenge made it interesting. By far the shootiest and most action-filled DF map I've played. I got serious Doom-nostalgia while playing, probably because of the speed and number of enemies. I think thats a good thing because modern FPS rarely have more than 2 enemies onscreen at once and move along at a sadly realistic running pace. You just can't get an experience like this anymore.

Highpoint: The Sequencer Charge room, where a central pillar housed Dark Troopers. There were target switches around the outside that would unlock the DTs when shot. With all the firepower going astray in the room its inevitable that a few DTs will be released at awkward moments leading to a frenetic fight.

Oh, and the Gold probe droid.

Lowpoint: I'm not a fan of Gotcha-mines, which are more of a forced reset and memory test than a gameplay device.

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