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PotM Oasis
Author: [ Kronos_PotM ] Reviewer: [Kindler]
- Aesthetics:
- "If it ain't broke, don't fix it!" As what seems to me as a first attempt at level creation, PotM Oasis offers yet another modification to the favored Canyon Oasis. Added to the Canyon is a set of mats that are more designed to give you a headache than a playing environment. Canyon walls replaced with metallic gray, and bright colors of blue, orange and green are found throughout. Furthermore, not all the mats are converted. Walls are mismatched, and some parts of walls still display the remnants of Oasis. The background is a two-tone blue and tan that nauseously moves as you do. Added to the level are extra bonus sectors. In some cases, the all to used, false walls hide the entry way. In other, two large rooms, acting as bases, are added. Each hold a large, poorly developed, window at the entrance and computer console switches to "booby-trap" the opposing base. Also added is a carrier that lifts the player up to a catwalk to enter one of the "bases". All of these additions take away to the original aesthetics of the Oasis. Instead this attempt to fix an unbroken thing make me regret that levels can be modified.
- Gameplay:
- When choosing to review this level, I should of taken the hint not to when PotM clan members told me that the level was "too laggy" and really "not worth playing." Nevertheless, I attempted a game and found out for myself what was meant. Although, I never encounter a stutter in the frame-rate, I did encounter a poor placement of weapons and overdone use of cogs. This level has so much ammo and weapons, that one lap around the canyon will give you close to 500 on your concussion rifle. Further, there is a concussion rifle everywhere. If you cannot get the standard concussion rifle, then go into the easy to find secret room to get three more. Further, either base is stocked with weapons and ammo. Risk of running out will never be a problem in this game play. Each base is filled with "been done before" cogs. Each base will allow a switch to mine or bomb the other base. Switches are on computer consoles causing a lag of movement while you press them because you must "watch it happen" leaving you open for attack with nothing to do. A carrier ship will take you up and down to one of the bases. Although, since you can jump to the catwalk it becomes irrelevant. There was a redeeming quality to this level. In replacement of the big ramp (you know the one by the mines) the author choose to install a fast moving ramp. For a player going up would be accelerated to the top, and find great difficulty going down. This added a fun dimension to Oasis. Further, the electricity is replaced with a bombing of the entire ramp, making those quick moving treadmill riders find quick death. Nevertheless, this had its weakness. Objects placed on this moving ramp would not move but instead just stay there, loosing the realistic feel.
- Final Comments:
- I was very surprised by the quality of this level given the type of player PotM recruits. Most are exceptional players with great attitudes, but again, my impression of that this was the authors first attempt. With that, I would bypass this one and download some of the more original creations.
- Scores:
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Aesthetics:
- Architecture » 38
- Texturing » 35
- Lighting » 50
- Dynamics » 39
Gameplay:
- Item Placement » 33
- Flow » 52
- Playability » 42
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Total Score: 41
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