General Geometry |
General Geometry Notes: |
5 |
The geometry of this level is pretty simple. The standard brushes have been used to create some floating platforms situated in one large room. In the center of the level are some nice rotating rings that make you dizzy if you stare at them to long. The floating platforms have been placed quite well to ensure the player of enough ground beneath his feet. |
Geometry Detail |
Geometry Detail Notes: |
4 |
For the detail of the geometry it’s almost the same story as in the general geometry. Simple abstract shapes form different pathways floating through the air. It’s also obvious that game play and framerate have been a big deciding factor in the creation of this geometry. The tilted platforms give a nice effect of imbalance so the player never knows exactly when he is walking in a strait line. |
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Textures |
Texture Notes: |
3 |
Textures have been kept to a minimum. People who expected quality like "Soulbox" might be disappointed. Same as for the geometry, functionality rules. The few textures that have bin used are properly applied. The floating square platforms consist of an equal set of tiles and the long walkways are consistent in their stone texture. It might not be a feast for your ayes but there is nothing disturbing about the texture that draws attention away from game play. |
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Lighting |
Lighting Notes: |
5 |
Well there is light and you can see everything and that’s all. There are no apparent sources of light. It’s functionality all the way. However there are some really nice lightning effects that give you the feeling you are in the middle of a violent thunderstorm. This does a lot for the mood of this level. Lightning in the skybox is consistent whit the "storm" that’s raging in this level but it’s not extraordinary. |
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Sound / Music |
Sound and Music Notes: |
9 |
Sound does a lot for a level and that is clearly demonstrated here. Wind and thunder sounds make you really believe you’re blown away by strong wind gushes. The whispering voices give an extra dimension to the fast moving rings in the center. Angry screams sound giving you the creeps when you get teleported to the center of the level. There is nothing wrong whit the sound of this level and it certainly contributes to a lot of the suspense. |
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Angreal Assessment |
Angreal Notes: |
5 |
There are certainly a lot of them and you’re not likely to run out on them if you play this level. The placement of the pools is pretty standard. They are equally distributed over the whole area. However there are some pools that give me the idea this level is rushed to completion. For example where do you need disguise for? Everything that is moving is shot anyway. I also noticed a trap detect that is pretty useless in Arena levels. The placement of the balefire is chosen well giving you the choice of hitting the rings and getting the balefire. It would have been perfect if there wasn’t a 2nd balefire on one of the platforms you could reach easily. All and all the placement of the pools did not get the amount of attention it should have gotten. |
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Playability - Scripting |
Play Scripting Notes: |
7 |
Pathnoding in this level is no problem. Whit all the space you have in this level there are no real obstacles and hallways that need extensive pathnoding. Sufficient player starts have been added as well giving you multiple spots to respawn. The teleporter to the center of the rings work as the should although it would have been nice if you got teleported automatically after you fall. |
Playability - Theme |
Play Theme Notes: |
5 |
The theme of this level, an airframe, is quite consistent. A little bit more attention to the implementation of this theme would have been necessary to make this level stand out. The rings in the middle remind me of the movie "Contact". But since there is little variation in this level there is no real reverence for the player to feel involved in this world. |
Playability - Style |
Play Style Notes: |
9 |
This is where all the low scores get compensated. The low gravity in this level makes for ferry interesting gameplay and different use of terangreal. The platforms in this level can only be reached by jumping over large distances. It’s almost like "the Matrix" when you jump a few hundred meters far. It gives you a real rush to fire projectiles while in mid air. Interesting uses of terangreal are possible like swap places in mid air or the use of levitate to improve mobility. Since this is a huge room it explains the use of simple geometry ant texturing to keep frame rate down and create a playable environment. |
Playability - Fun |
Fun Play Notes: |
8 |
This level is extremely fun to play and although it is not the first level in mid air it is still unique in its own way. The somewhat experienced player can easily adapt to this environment and have a great time obliterating the competition. New players to this genre should not try this level until they are somewhat more experienced in the more conventional levels. This level can create some hectic excitement whit a group of experienced players so it does not get a perfect score on fun factor since it is not accessible for all players.
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