General Geometry |
General Geometry Notes: |
7 |
This goes to show that size doesn't matter. The general design is centered mostly on boxes, but doesn't use them exclusively. |
Geometry Detail |
Geometry Detail Notes: |
5 |
There isn't a great deal of detail, but enough to make this level look at least half-way decent. |
|
Textures |
Texture Notes: |
7 |
Not a lot of variety here, but what there is works. The texturing on the two tunnels at the bottom makes a very good illusion of geometry detail so long as you don't look closely, and the alignment on everything is very good. |
|
Lighting |
Lighting Notes: |
5 |
There appears to be slightly more light than the light sources would permit, but at least the light sources exist. Their positioning causes a few graphical glitches when seen from certain angles, but at least they look good. |
|
Sound / Music |
Sound and Music Notes: |
6 |
Wind noises are always good in this sort of area... although I'm not certain what the cacophony at about 200 meters is supposed to mean... |
|
Angreal Assessment |
Angreal Notes: |
10 |
Balefire heaven. This is the only level where Balefire is mandatory. Enjoy weaving each other from the pattern. |
|
Playability - Scripting |
Play Scripting Notes: |
8 |
There's not a lot of scripting stuff that could be done here, since pathnoding is irrelevant (there being no seeking angreal) and it's so small that playerstarts are also somewhat immaterial. |
Playability - Theme |
Play Theme Notes: |
8 |
Thematically, a training level is a good idea - firm believers in narrative causality may not agree, but that sort of person shouldn't be playing Arena anyway. |
Playability - Style |
Play Style Notes: |
9 |
Style: if you don't know balefire, you'll get to know it here, because you can't use anything else. |
Playability - Fun |
Fun Play Notes: |
6 |
It seems as if it would get old after a while, but until then it's very fun. |