General Geometry |
General Geometry Notes: |
5 |
Geometry is straightforward and simple. All of the standard brushes are available here. Since the courtyard is such an open place it’s lack of complexity will keep your frame rate well within exactable range. |
Geometry Detail |
Geometry Detail Notes: |
5 |
There are some nice details but they are spares. I especially liked the fountain that was shaped like an elephant. |
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Textures |
Texture Notes: |
6 |
There is lots of use from the AesSedai package. It fits the theme of this level and they do a good job adding a mood. There is some good use of textures in this level with the adding of some plant life. There is one bug in this level that you can also read about in the read me file. There is a texture pack included that contains 1 texture from Unreal Tournament. The author accidentally used this in his level and did not know how to remove it. I would have recommended a forum search on the WOT level editing forum since this problem has been discussed in the past. |
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Lighting |
Lighting Notes: |
5 |
It might be a little to dark for some peoples taste but hack, it isn’t “night” for nothing. There is some nice use of collared lights to create a kind of mysteries ambiance. This especially works well in the water area. There is decent sourcing from flames and stuff like that but I did not notice anything spectacular. There is no use of coronas or lens flares and I was a little serviced to see some of the water textures marked as “unlit”. |
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Sound / Music |
Sound and Music Notes: |
8 |
The sounds in this level are consistent with the environment and add some ambiance. Fires make appropriate noise and wind sounds in the courtyard make you feel as if you are really outside. The uses of some mood sounds in the central areas always do some good. |
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Angreal Assessment |
Angreal Notes: |
7 |
Distribution of TA is generally good and you’re not likely to run out. The placement of the balefire is extremely well done. It won’t be difficult to grab but it forces players to venture in a wide and open area, which makes them tempting targets. TA pools are edited to spawn 1 or just a couple of TA’s. This way players know where to expect something. |
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Playability - Scripting |
Play Scripting Notes: |
7 |
There are sufficient player starts and pathnoding wont fail you either. There is no use of triggers or other things like that in this level but that’s just a decision the author made. The jump pats in the towers work well but might be a little too high. I’m not sure if anybody is willing to take the risk of losing 70 health when they come down. |
Playability - Theme |
Play Theme Notes: |
7 |
I think the name of this level says it all. This is one of those Arabian nights and the author really succeeded in delivering this message. It makes you remember all of the stories from 1001 nights. |
Playability - Style |
Play Style Notes: |
7 |
There are some different strategies you could use in this level but nothing we haven’t seen before. The large and open area might have some challenges for players. The towers in this area are not such a great contribution since the players would not risk getting themselves kilt if there is nothing to gain. |
Playability - Fun |
Fun Play Notes: |
6 |
This might be fun for a while but it is pretty much a standard level whit a little twists. |