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Back Home to Sulon
Author: [Jean-Francois Vuagniaux] Reviewer: [SL_Ric_Olie]
- Aesthetics:
- This level is a rarely seen hybrid between a 3do level and an architecture level. Unfortunately, the greater part of the level was 3do-type. Architecture was lacking in most places, but there were a few well-done canyon type areas. It was obvious that quite a bit of work went into the canyon areas. Texturing was average with few stitching errors, but a lot of repetitive textures. Lighting was above average. Most areas were outdoors, so it made sense to have them fully lit. But there were darker areas appropriately placed. Dynamics were a lot better with new tree 3dos, some new mat animations, new mats, and new outdoor sounds.
- Gameplay:
- This level is huge. But most of its size comes from it being spread out, instead of a lot of compressed areas. Because of the size of the level, it was a pain to figure out where to go next and where everything was. The opening cutscene was a fairly ok cutscene, except the text was misspelled and the mats for the planet Sulon were misaligned. The main level had puzzles that took me a long time to solve, because I couldn’t figure out where to go next. The final level was more of a playable cutscene where you’re on a stormtrooper transport riding through a canyon. It was a nice, scenic ride, but if you used a rail detonator or concussion rifle to shoot at the mailocs, then you fell off the transport due to backfire, and were not able to get back on and would eventually have to restart.
- Final Comments:
- This level was creative, putting a new idea of a weapons foundry on Sulon. However, the size of the level and the complexity of the puzzles make it suitable for only playing four of five times before it becomes boring.
- Scores:
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Aesthetics:
- Architecture » 75
- Texturing » 72
- Lighting » 66
- Dynamics » 81
Gameplay:
- Item Placement » 66
- Flow » 60
- Playability » 66
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Total Score: 68
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