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Two bases are separated by a rocky path. The path is done relatively well, but the thing that caught my eye was the design of the two bases. From the outside they seem boring and uninspired but once in them you are dazzled by some very effective architecture. The hallways and corridors that make up the bases do an excellent job of balancing a style of non-linear architecture and logical setup. The fuses from the Infiltrate game are also well positioned. The bases are fairly large, but in certain places can get cramp and slow. However, this could be an advantage or disadvantage in MP depending on your style. The overall architecture is far for the plus though, but the cliffs suddenly seem boring once going in the bases :).
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The design of the level as for gameplay looks to be like it is more fit for larger Infiltrate games. The shear size of the level could make it a type of hide-and-seek game at times. One of the features of how the level is designed is that you have to go through one specific cave part to get to each other's bases. Makes it easier to defend, (only one route to travel) but on the other hand more difficult to attack. I actually prefer that style from the few Inf. games I've actually played.
Adam is putting some interesting cogs in this level too. As of right now, there are yet to be written, but he has mentioned some ideas such as placing a "security system" which announces where the enemies are. And he has also mentioned that he is tinkering with a cog that will allow you to knock the saber of an enemy out of their hands. That would force more of a gun wielding type of game I would think and would be gold for some more "Quake2" like players.
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On the whole this level has all the pieces for success. Firstly the design, especially in the bases is simply awesome. The cogs look to be to be innovative and the gameplay will most likely prove to be fun. My only gripe is that I didn't really get the sense of a Tatoonie atmosphere unfortunately, hopefully Adam will be able to change that before it's release.
Big thanks to Nijaan from The Spaceport for providing info on this project.
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Janus felt helpless in the rear of the transport and looked forward to setting down. Give him a steady blaster rifle and he could do his work. But hey, the flyboys had to do something too. The transport gave a jolt. Turbulence. Nothing to get worked up about. This mission should be a simple and clean. Yet he had an upsetting feeling... like he was on the edge of a cliff, and about to slip down the side. Calm down! This is just another routine seek and destroy.
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The Imperial Intelligence Unit had located increased rebel activity on this planet. They expected a base under construction in the mountainous region outside one of the major cities. Now its our turn, he though bitterly. The brass sits up in their safe little rooms and us ground-pounders are sent in to do the dirty work. Well someone had to do it... and who was he to question IIU. Another large rumble and the transport settled into a steady descent. A few moments later his commander's voice crackled through his helmet radio.
"Attention men! The pilot says we are in atmosphere and approaching the drop point. Strike quick; Intelligence informs us that the base is still under construction and the rebels should not expect the attack. If we give them time to lock up and organize a defense, we will take more casualties then this little pocket of scum is worth. So this is it... set your scanners t--"
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Blue lighting flashed across the corridor as paneling blew out of the wall. Sparks hissed, and fire flared. A broken pipe swung down through a melted grate. It smashed into the solider next to Janus. He heard the hissing scream of his teammate right before the metal shaft sideswiped his own head. Janus' vision fuzzed, and the static-broken exclamations of his squadron faded into blackness...
The level by EvanC will be the first of the SaberWorks' project "Pride of the Empire". Currently unnamed, it will most likely be called "Matlyr Beta" or something similar to that when completed. It should also serve as a good insight into what the quality of project should be here.
This level is well done. The object is to get your hands on a ship as to escape the planet that you are marooned on. You start off on cliffs making your way to the Rebel Base, and the first thing I saw was what I thought were Mailocs in the distance, but upon closer look found them to be completely new 3dos! Just to add to the atmosphere, there are a group of mailoc-like-creatures flying throughout the canyon, nice touch.
Continuing the level, I met some well done rock design. The design was jaged and convincing, but the real treat was in the Rebel Base. I saw some new textures, new actors (with their own 3dos and keys) and etc.. The thing which I liked about the Rebel Base was not so much it's architecture, which was only average in it's self, but the excellent ambience created through the well-done lighting and good choice in textures. EvanC was successful in making the Rebel Base FEEL like a Rebel Base.
Likewise, the puzzles scatered throughout the level were a good addition, but there wasn't really any mindbenders among them. And the architecture did dip a bit low occasionally, But I'm sure EvanC will be correcting that. I don't really have any major concerns about the level, because it's obvious it's going to be above-average when finished.
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