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Long Fall
Author: [Lt_Greywolf] Reviewer: [darkjedi86]
Aesthetics:
The aesthetics in this level were, frankly, downright horrible. This level is a 2, maybe 3, sector level, and all the sectors are boxes adjoined together. The level was a huge box that you dropped down in, and when you got to the bottom, you were sent back to the top, creating an endless loop. Hence, the low architecture scores. Well, the texturing in this level was definitely easy to do, and it was done badly, too. There was a sky mat at the top, a canyon mat in the drop, and lava mats in the teleport sector. Not much diversity there, but can you possibly have diversity in a 2 sector level? There was no lighting whatsoever, which is a pity, since high lighting scores are easy to achieve. The only dynamics I see in this level is the teleport sector, and that was done fine.
Gameplay:
How can you have item placement in a huge fall in a huge box? Well, by sticking 50 concussion rifles at the top of the fall! That’s exactly what the author did, and I’m not sure what to say about it. The flow of this level is downright horrible. Why? Imagine, I host a game of this level, and I start falling down the box in the level. Then you join, but you’re falling 30 JKUs (1 JKU = 10 meters) above me. We’ll practically never see each other, and certainly barely be able shoot each other. The playability of a level is always at the mercy of the flow of a level, and in this level the flow has mercilessly murdered the playability. The only special playability I see here is the very falling aspect of the level, which I think I have already voiced my distaste in.
Final Comments:
If you feel like playing a new, insane type level, the download hyperlink is directly to your right.
Scores:
Aesthetics:
  • Architecture » 15
  • Texturing » 20
  • Lighting » 15
  • Dynamics » 35
Gameplay:
  • Item Placement » 35
  • Flow » 20
  • Playability » 30
 

Total Score: 24


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