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Laboratory V
Author: [Spiral] Reviewer: [jturcio]
Aesthetics:
Well, this levels aesthetics are a mixed bag of sorts. First I'll review the nice stuff. Some of the hallways in this level were very well done, and the best hallway, can be seen in picture 1. Also one of the hallways contains a pulsing thing light which really adds a nice effect to that particular hallway. Some of the main rooms were nice as well including the subject termination room, containing two "aliens," and a guard with a blood trail on the wall behind him (see picture 2 again). However there were also many less aesthetically/architecturally pleasing rooms present as well. The best room that can describe this is the room that contains the rail detonator. Simply put it's a box with 2 3dos (not including the rail detonator) in it, no more no detail, nothing. Also that same room is sort of a courtyard for the level. I though it would have been nice if the author added a roof effect to the perimeter of the room, thus taking away from it's unappealing/boxy state, and, thus giving the level a more lab/building like feel. This trend of nice architecture, and then a box is seen in a few different parts of the level and this hurts the final score in the long run. Also in the main "laboratory" area, that glass/metallic wall is "paper" thin. In other words the author only cleaved up the sector without deleting anything. Also, the many transparent glass faces decreased the framerate by about 10 fps on my machine in that same room. The texturing in this level is also a mixed bag, as I found many errors that should have been caught during the beta testing stage. 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. I also found a problem with the secret room in the level (the one that contains the revive) dealing with it’s entrance, but I won't give away anymore because it would take away from the effect of finding it yourself. The lighting in this level was also a bit of a mixed bag as well, although, overall the author did a good job with it. One of the other neat rooms is the subject termination room. Within, there is a lighting trap, which makes sense considering the rooms name, but if you know it's there why go in other than to take a health cut. Another neat effect can be seen in the hallway that looks out onto a "cut off" landscape. There is a neat effect of light shining through the windows, however without a 3d card the effect looks horrible. I found no major CMP errors in this level.
Gameplay:
This is where the level hurts a bit. I played the level for 30 minutes and I encountered a few flaws in the gameplay. First off, and most damaging in many aspects, is the fact that too many walkplayers are in the room seen in picture 1, and if someone has a rail detonator, and just stands there, there is a pretty good chance of some really easy frags. I was playing with someone and that occurred twice. Another thing that hurts the gameplay is the fact that many of the levels corridors are very narrow, making it difficult to avoid projectiles. I never found myself fighting around the same area, but if any area in particular stands out at all, it was the room with the rail detonator, as having it is a valuable asset in the small corridors seen throughout this level. Also their are very few health and shield powerups which makes you either run for the very interestingly hidden revive, or flee from a powerful weapon carrying opponent. That said the item placement was ok. The flow in this level was pretty good as there are very few dead ends, and everything is pretty well linked together.
Final Comments:
If you don’t have a 3d accelerator, downloading this level is questionable as it has a few features that require one (such as the windows in the main room/labratory area (without one framerature takes a nasty hit), and the hallway with the light shining through the windows). If you have a 3d accelerator, and really like nice hallways and a few neat special effects, or are someone who needs ideas for hallway architecture, download it.
Scores:
Aesthetics:
  • Architecture » 68
  • Texturing » 60
  • Lighting » 70
  • Dynamics » 80
Gameplay:
  • Item Placement » 65
  • Flow » 75
  • Playability » 72
 

Total Score: 70


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