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Light Jedi's Training Base
Author: [Dice Ibegon] Reviewer: [DragonPhinn]
- Aesthetics:
- This level, although a decent attempt at a first try, left much to be improved. Areas were consistently boxy, and despite slight effort on the authors part, there weren’t many aesthetic redeeming qualities. Texturing was bland, making use of the gray and blue mats. Other mats included Saber mats, which were never really meant to go on the walls – I guess we found out why. On a brighter note, there were few misalignments. Lighting was default, no points there. As far as dynamics are, the level probably succeeded most in this respect. There were numerous cogs for elevators, traps, and cameras, which made things that much more enjoyable.
- Gameplay:
- Gameplay in this level was hindered by the cramped halls and lack of sufficient fighting surface area. Items were well distributed, however, they were often grouped together in large caches, making it too easy to stock up on a single type of weapon or ammo. The elevator was the main reason for a drop in flow – constantly stopping to wait for an elevator is not helpful toward free flowing, easy going fighting. Saberists might find a little more fun than gunners, since areas may become all to bloody using the conc. As far as Playability is concerned, the area was also fell a little short, not really exceeding in any area. I don’t think I would spend much time playing this level.
- Final Comments:
- All in all a fairly decent level, however, it lacked any edge to make it a keeper. The architecture and gameplay just didn’t make me feel like it was worth my time to play in the level. A great starting effort, but not really a LotW. I look forward to seeing this authors future works.
- Scores:
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Aesthetics:
- Architecture » 52
- Texturing » 51
- Lighting » 50
- Dynamics » 60
Gameplay:
- Item Placement » 62
- Flow » 61
- Playability » 60
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Total Score: 57
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