General Geometry |
General Geometry Notes: |
8 |
In general there really isn't anything special about this level, but it's the detail work which is most amazing. |
Geometry Detail |
Geometry Detail Notes: |
9 |
Considering the pittance of time it took to build this level, the detailing is remarkably good. This is offset by the ability of the various traps hidden throughout the level to come out through otherwise solid walls, and by the ability of the player to walk through one wall and end up on the other side of the courtyard, but the fact of such incredible detailing in such a short time remains a marvel. |
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Textures |
Texture Notes: |
6 |
Nothing special here. The most that can be said is that the textures are appropriate in most cases and mostly aligned correctly, and that the texturing in the cellar/tunnel area is somewhat drab. |
|
Lighting |
Lighting Notes: |
8 |
Some creativity is taken with light sources and coronas here, to good effect. |
|
Sound / Music |
Sound and Music Notes: |
6 |
Not much in the way of ambient sound, and the only point sounds come from the traps. These sounds are, however, done well. |
|
Angreal Assessment |
Angreal Notes: |
7 |
Decent. The location of the balefire is nice; easy to see but hard to find the way to. |
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Playability - Scripting |
Play Scripting Notes: |
8 |
Scripting is good, although as was mentioned before the traps are somewhat iffy. |
Playability - Theme |
Play Theme Notes: |
6 |
The theme is incomprehensible, but then so is the level, so they match. |
Playability - Style |
Play Style Notes: |
7 |
The normal playstyles will be applicable here, plus some interesting ways of forcing people into the traps. |
Playability - Fun |
Fun Play Notes: |
5 |
It could be fun for a while, until something better comes along. |