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Beyond Glory 2: In Dying Light (* * * * *)

 
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Matt H
Dark Trooper Phase 1

Joined: 24 Sep 2003

PostPosted: Apr 17, 2004 18:14    Post subject: Beyond Glory 2: In Dying Light (* * * * *) View user's profile Send private message Reply with quote

Beyond Glory 2: In Dying Light by Kevin Buscemi (* * * * *)

TACC: 94%
Ord Mantell: A+

Download
Barry Brien wrote:
Fantastic level. Superb. Download it now



DarthDoctor wrote:
During that ill-fated HoF round, [cough]Manning[/cough], I DL'ed it and sat down.

WOW. The puzzles, the atmosphere, this game RULED!

SG did an excellent job of atmosphere. This level is just... dynamic. I remember blasting stormies as I heard our forces going in, and I felt we were making a difference. I remember feeling my heart pound as I was *just* a step away from the Imp. Commander. My heart raced as I hurried in on the last goal (for those insaniacs who haven't played it yet.)

Just... good.

5 Stars of Death! Keep up the good work! Long live our 7th HoF entry!

------------------
"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


Geoffrey Simpson wrote:
I thought it came closer than any other level to making a working TC, that was the main plus. But the rest was done extremely well too.

------------------
Incredible! One of the worst performances of my career and they never doubted it for a second. -Ferris Bueller


Sheldon wrote:
I did not think that overall BG2 was on the level of Mt. Kurek. But as for beauty, the map was simply the most beautifull DF level ever made. Kevin has an artistry and a color palette that hasn't been matched.


.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 18, 2004 19:34    Post subject: View user's profile Send private message Send e-mail Reply with quote

One of my all time favorites Very Happy !

The music was great, the texturing and architecture was nearly flawless, and everything else about this level just shined!

1: Again, the plot was great.

2: The garden area was absolutely beautiful, the best I've seen in a DF level.

3: The urgency of the whole mission was interesting.

4: The radio chatter in forground was added an interesting feel to the level.

5: The puzzle to destroy the underground generator had me guessing for some time. It was very cleverly incorporated.

6: And my favorite feature, the laser cannon rooms. THAT WAS AWSOME!

The one problem I could find was that it dragged on after a while, but it was fun all the way through. I give it 9 of 10!

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

Casey Neumiller
Trandoshan

Joined: 24 Sep 2003

PostPosted: Apr 18, 2004 20:48    Post subject: View user's profile Send private message Send e-mail Reply with quote

:: the heretic steps forward ::

I actually wasn't fond of BG2. Some of the puzzles were great(like the generators), some puzzles were unrealistic (in my opinion), but some of the things, like the laser cannons, didn't seem at all realistic to me. If the lasers are shooting straight up, what happens when an X-wing comes it at an angle? They can't shoot it.

I liked parts of it, but I didn't think it was near as great as everyone said. Beyond what I can do, yes; one of the top five? Not in my opinion.

Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Apr 19, 2004 00:17    Post subject: View user's profile Send private message Reply with quote

Show us a laser cannon shooting at an angle, WDFUSE Boi.

Maybe what I really meant to say was, "How else was he supposed to do the cannons? This *is* DF, after all. Anyway, if the X-wings were high enough up, you wouldn't see the difference in firing angle."


Last edited by Darth Oosha on Apr 23, 2004 13:41; edited 2 times in total

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 19, 2004 17:40    Post subject: View user's profile Send private message Reply with quote

Beyond Glory 2: In Dying Light is a serious improvement over the first. The plot may sound a little used by the first, but it's refurbished enough to make it one of the rare legitimate sequels. The atmosphere was actually improved, making this one of the few missions I actually liked to stop and look at the scenery for a notabel period of time. The place actually felt like a 20000+ year-old palace. The arcitecture was amazing, and I was happy to see that the majority of them were brand new, where the first Beyond Glory mostly re-used LEC's. Gameplay was excelent, with the enemies providing just enoug challenge, and reasonable placement of items. The puzzles, especially the garden generator, was deviously clever. Also, the later sections had an amazing feel to them, as if there really was something going on up in orbit. Beyond Glory 2: In Dying Light, while I judge that it falls a tiny ammount short of a HoF level, is nonetheless an excelent level. It's easily the best level currently out there that's not in the HoF, and I hope that Scape Goat might introduce enough rigidity into his management of resources so that we might see a SE, which I woulf gladly vote into the HoF. For anybody who hasn't played it yet, get it now! Your next piece of "free time" belongs to Scape Goat's magnificient piece of work. (No mailocks were harmed in the making of this level!)

_________________
Wake up, George Lucas... The Matrix has you..

Tom Manning
Trandoshan

Joined: 27 Sep 2003

PostPosted: Apr 20, 2004 02:00    Post subject: Re: Beyond Glory 2: In Dying Light (* * * * *) View user's profile Send private message Send e-mail Reply with quote

DarthDoctor wrote:
[cough]Manning[/cough]



Hehe, I remember that, What was that now? three years ago? surely it wasn't more than that???

yep, I was a little Bastard!

_________________
Tom Manning
For all that you hold dear on this good Earth, I bid you, Stand, Men of the West!
Aragorn: Return of the King

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Apr 20, 2004 14:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

I really liked the cannon room, though I know where Casey is coming from. However, I think that what seperates a good author from a great author is the ability to work with such an old engine and still achieve amazing new effets and spectacles, and that's what ScapeGoat did.

The still dislike the music though. Hopefully Cloudspear will feature something more Star-Warsesque

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 21, 2004 01:00    Post subject: View user's profile Send private message Send e-mail Reply with quote

Remember, Barry, the Star Wars universe is pretty flexible. Just as long as it involves something to do with Star Wars in the grand scheme, it works just fine. They mentioned a lot of Star Wars themes in there: The Blue Squadron, the empire building a doomsday weapon, etc. etc.

I dunno, that's just my opinion.

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

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 21, 2004 17:32    Post subject: View user's profile Send private message Reply with quote

I liked the music, although I admit that it was decidely un-Star Wars. However, it fit in well enough, and it helped contribute to the age of the setting: pre-pre-Star Wars. I imagine the galaxy was extremely different before the Galactic Republic, and the Jedi Order.

_________________
Wake up, George Lucas... The Matrix has you..

Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Apr 23, 2004 13:25    Post subject: View user's profile Send private message Reply with quote

I can only think of one reason to make an SE: to split up the level so you don't have to complete it all at once. I always imagined it splitting at the point where you go through the deactivated force field

I don't think I mentioned test during the beta test, but I certainly thought about it by the time I finally reached the end. The same goes for Ironfort.

Either that, or port the whole thing to Jedi Academy and then SW Battlefront.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 23, 2004 17:05    Post subject: View user's profile Send private message Reply with quote

Darth Oosha wrote:
I can only think of one reason to make an SE: to split up the level so you don't have to complete it all at once. I always imagined it splitting at the point where you go through the deactivated force field

I don't think I mentioned test during the beta test, but I certainly thought about it by the time I finally reached the end. The same goes for Ironfort.


I never thought it was too long... I like them that way... It makes it all the more rewarding to finish it, having spent 1-2 hours on a single mission.

Darth Oosha wrote:
Either that, or port the whole thing to Jedi Academy and then SW Battlefront.


I agree that this should be ported (presuming it was done right). This definitely is on the list of "Games/Maps I'd really, REALLY, like to see ported to a modern 3D engine".

_________________
Wake up, George Lucas... The Matrix has you..

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 27, 2004 20:54    Post subject: View user's profile Send private message Reply with quote

Using my "new" rating system:
  • Quality: 89%
  • Atmosphere: 100%
  • Innovation: 96%
  • Gameplay: 93%
  • Overall: 95%


_________________
Wake up, George Lucas... The Matrix has you..

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jul 17, 2008 05:56    Post subject: View user's profile Send private message Send e-mail Reply with quote

After having played this under DOSBox, I can understand Barry Brien's earlier comment concerning the music used in this level. The music is DRAMATICALLY different on windows than it is on a macintosh, so I can agree with his comments that the music does seem a bit misplaced.

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

j-dogg
Gamorrean

Joined: 29 Sep 2003

PostPosted: Mar 12, 2011 23:09    Post subject: View user's profile Send private message Reply with quote

I can't figure out how to disable the 2nd generator. any tips? I got to the part with the pistons going up and down I can't figure out how to shut it down.

Level is good so far. I tried at it for an hour, I don't do puzzles well.

Graphics are awesome. Could do without the music.

_________________
J-Dogg: Formerly known as Death_Blood_Fire Razz

Member since March 1999

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Mar 13, 2011 01:06    Post subject: View user's profile Send private message Send e-mail Reply with quote

It's been a while since I've played it, but I know it involves flooding it by pumping water to it. I can't remember the process but I know it involves that small fountain/pool in the garden (Not the pond adjacent to the pistons).

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

j-dogg
Gamorrean

Joined: 29 Sep 2003

PostPosted: Mar 13, 2011 01:09    Post subject: View user's profile Send private message Reply with quote

That's what I thought it involved. I know that fountain moves but I can't figure out how to do it.

_________________
J-Dogg: Formerly known as Death_Blood_Fire Razz

Member since March 1999

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Mar 13, 2011 01:14    Post subject: View user's profile Send private message Reply with quote

Yeah, that took me a looong time to figure out. IIRC, there's two different switches, one opens up the fountain/pool thing, the other turns on the water pumps. It's timed, you have to run across the courtyard.

j-dogg
Gamorrean

Joined: 29 Sep 2003

PostPosted: Mar 13, 2011 01:25    Post subject: View user's profile Send private message Reply with quote

well that explains it. im taking my sweet time getting back. ill take another crack at it tonight.

_________________
J-Dogg: Formerly known as Death_Blood_Fire Razz

Member since March 1999

j-dogg
Gamorrean

Joined: 29 Sep 2003

PostPosted: Mar 13, 2011 23:52    Post subject: View user's profile Send private message Reply with quote

I figured it out. Awesome level.

_________________
J-Dogg: Formerly known as Death_Blood_Fire Razz

Member since March 1999

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