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Jedi Knight » Single Player » Multiplayer » CTF » Mods MotS » Single Player » Multiplayer » KFY » Mods |
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General » Ratings Info » Help Wanted » Credits |
| Posted By: | Comment: |
| jturcio | I really gotta try and shorten my reviews. Oh and spiral if you want me to go through exactly why your level got this score with you, just ask (it'll be done in-game of course as it's the best way). :) |
| Brian | I pretty much disagree with every score you gave this level. How on earth can you give the level an 80 in texturing when 90% of the textures (if not more) are mis-aligned? Sure, some of the architecture was decent, but overall, the level played terribly. Way too many doors, flickering transparencies (the JK engine doesn't do transparencies well, so level authors shouldn't over-use them), practically no flow (no fun in MP), a bunch of square or very boring rooms, and paper-thin walls... I don't know how the level got rated that higly, but I didn't write the review, so oh well.
You say, "Well, this levels aesthetics are a mixed bag of sorts." Well, a "mixed bag" does NOT deserve an eighty in all those aesthetics categories. A mixed bag should be in the 60-70 range, as outlined in the review criteria. You have to rate the architecture as a WHOLE, not just by looking at one admittedly cool area. "Some of the errors I found included: many mis-aligned textures, one texture (which I’ll add is a bit ugly) didn't tile very well at all (it's that black mat w/wires), that same mat is also used throughout an entire area which didn't help it any, a few GEO set to 4 errors, and a few texture choices which didn't make any sense in some locations." How does a level with THAT many bugs (at least, that many that a reviewer playing it for 30 minutes) deserve anywhere near the score you gave it in texturing? Reviewer: I strongly suggest you re-read the review criteria set forth as standards for reviews! |
| jturcio | I think from now on I should keep those criteria in mind. I forgot about them and from now on, I'll refer to then to make shure I'm following the criteria established by the site. Sorry about the misunderstanding, I've now corrected the review to reflect the appropriate score as defined by the guidelines. |
| Spiral | Well, the Subject termination room isn't really a trap, it is what it says, I was just going to put a door there and have it goto a dark room, but then I decided if someone is wondering about the room, and how darkness can kill a subject, then I'll make it kill the players too. As for the rail det. room, it was added in at the last second, it wasn't even in my original plans. |
| Posse | wow. brian wrote more just now that he ever has in one of his reviews.
I agree, the score was on the high side, i'm thinking low 60's, but at least you wrote a whole lot to go with it.. |
| jturcio | Thats my main reviewing problem, I write too much. :) |
| paladin | i found this level fit very well with my mod (this is not an ad) but it completes the whole "Aliens" theme. Good job. I downloaded this level a while ago and liked it... uhh.... i cant remember who made this but, check out http://www.geocities.com/jedi_mguild/index.html you might be interested in joining there. |
| Brian | Posse, when I wrote that, the scores were all over 80, some almost 90! |
| Spiral | hey, what was it's original rating? |
| Spiral | How did I get a 68 in architecture?? when i got a 70 in lighting, there were hardly any special lighting things, but alot of intricate architecture... |
| Posse | the hallways were nice, but the rooms themselves... plain. |
| darkjedi86 | Wow. Those screenshots look great. |
| jturcio | The architecture was mixed bag and I take off a few points for each error that I find in it, so after a while they add up. (I wish there was a more specialized point model in this area so I could be more specific. A basic model would be that the larger the level, less points would be taken away due to the size, and vice-versa.) |
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