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Jedi Crystal: Level 1 (* * * *)

 
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Matt H
Dark Trooper Phase 1

Joined: 24 Sep 2003

PostPosted: May 05, 2004 04:29    Post subject: Jedi Crystal: Level 1 (* * * *) View user's profile Send private message Reply with quote

Jedi Crystal: Level 1 - The Discovery by James Milne (Burning Gundam) (* * * *)

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 05, 2004 06:47    Post subject: View user's profile Send private message Send e-mail Reply with quote

Eh, a good way to start off the series with a solid 4 stars. Stay tuned for levels 2 - 6 coming... um... gee I don't know. But it will be here before Dark Tide 3 Wink

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


Last edited by Burning Gundam on May 17, 2004 00:50; edited 1 time in total

Tom Manning
Trandoshan

Joined: 27 Sep 2003

PostPosted: May 08, 2004 23:11    Post subject: View user's profile Send private message Send e-mail Reply with quote

Very nice Level, I can't wait for the rest of the series. Love the Canyon as I have said before.

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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: May 15, 2004 01:18    Post subject: View user's profile Send private message Send e-mail Reply with quote

Great level. It looks really cool. Nice architecture, nice texturing etc. Nice work James.

Patrick Haslow
Trandoshan

Joined: 25 Sep 2003

PostPosted: May 17, 2004 17:08    Post subject: View user's profile Send private message Reply with quote

Thought maybe I should put my comments here also.

This is really a good level. Not too flashy, but decent gameplay and enough custom art to pull off a new environment. These days, I can't maintain interest in a level unless there is enough new art to convince me that Kyle has traveled to a new place in the Star Wars galaxy. James' use of new textures in the exteriors defintitely pulled that off. The cypress-like trees went a long ways in that regard. The old stone tablets in the interior base seemed quite authentic, and gave me a warm and fuzzy narrative feel to the story. The Imperial entrance was perfectly placed, and the guard towers and high-walled area showed a great competency in understanding DF sector limitations. I kept waiting for a HOM effect, but thankfully found none.

My only criticisms involve the Imperial base interior. The design of the rooms and hallways was nice, which is important since the Empire uses a prefab-style with all greys and blues, so a distinct and recognizable design for each area is a must and this was found throughout. The only problem I found was that the scale of the base seemed a little on the small side, corridors felt cramped and it led to easy firefights, and in the end it felt like the Empire was on a budget when they built the base. Go back and play some good Imperial base levels from DF like Detention or Test Base. You will find more room to move around and enjoy combat. Good level design comes from strong visuals and good gameplay.

My final impression of the level is quite deserving of 4 stars. Many commented on the length of the level, claiming it to be on the short side. DF levels in my opinion are better short and really sweet. A great job! Congratulations James.

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