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| Posted By: | Comment: |
| Joshua | I think the score on this level is a bit harsh. Sure the level is a lot like some other levels and is the classic over-used idea of kyle and some imperial base, but hey, just because its like a lot of other levels doesnt mean its not good. Maybe they're all good! I think there should be an extra category for the reviews called "originality", or "creativity", because this level should have done average (an average of about 60-70 on all the scores), with the exception of originality. Thats my two cents. 00 |
| Joshua | Ooh! Except lighting...that score should be below average (maybe about 30 or so). I mean, it IS an imperial base, so maybe he meant for it to be fully lit, though having varied lighting adds tremendously to a level. I think the reviews should do away with the first few categories and add an "atmosphere" category to replace dynamics, architecture and lighting. Then the reviewers could specify whether the level had good architecture, but bad lighting, etc. I mean, the reviewers do this anyway, so it shouldnt be a big deal. There's an extra two cents! I'm feeling generous today! 00 |
| Home_Sliced | I am about 95% confident that I have kept my aesthetics scores comparable in every level I have reviewed thusfar. The architecture would have received at most a 40, but there was a HOM bug. Texturing was quite boring and not always used in logical placements. I could contemplate a top score of 35-40 for texturing, but there were some misalignment errors. I was being generous with the lighting. I've given other levels with no lighting 0. It suited the Imperial Base better than the others, but not that well. There were plenty of things moving, but none of them were used in a puzzle or in a creative way so the middle ground score of 50 seemed most appropriate. Gameplay is very subjective. Every person will see the gameplay in a different way. I include item and enemy placement in the item placement score for SP levels. Item placement was very good, but enemy placement was mediocre at best. 45+75=120 120/2=60 There was virtually 0 up and down movement in the level. There were a few nice multiple pathway areas, so it once again gets the middle of the road score of 50. There was nothing new about the level. It didn't play bad, but there were no puzzles to solve and no tricky places to fight enemies. The same old thing isn't bad, but for me it won't get a high score either. I could see playability at 50 max. Taking all the maxes from these would put the score at 42. Not really all that different. That was my thought process as I reviewed, anyway. |
| Rogue Leader | Yeah, it was my first level. I thought Home_Sliced did a good review of it. I acutally had added some sector lighting, but I hadn't figure out that you had to calculate the lighting for it to show up in the level. And I just plain suck at texturing, so all in all, it was a good review. I actually missed the post about it in the Massassi news section, so I was quite surprised when I got on this site and saw my level had been reviewed. |
| Rogue Leader | Kind of interesting thing about this level though, it really isn't that good, but I get newbie editors who write me e-mails all the time saying how much they love this level and asking me to tell them how to edit. |
| Insomniac | better than my first and second attempt |
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