Darksaber: For Freedom is also a project that has been in the works for awhile, and yet again, the release date is sketchy. Ajay has put alot of work into this project and it most certainly will be worth the download. It's hard to pinpoint what exactly the level should be like however....
Ajay has put in alot of additions in DarkSaber, he has replaced two weapons with some new ones. One to replace the StormTrooper Rifle and another to replace the Mortar gun. Besides from that, he has implemented a ton of textures and sounds from Jedi Knight into DarkSaber (although I'm not sure if this is legal). The level also includes some of the commonly-used custom made waxes such as Greedo.
This level reminds me alot of Ramsees Hed. One large storage area must of certainly been inspired by that DF level. This level contains some very varied styles of rooms, whether it being the bar from the cargo room. It also has a completely different feel than that of Jabba's Ship from Dark Forces. That necessarily isn't bad, just different. Although you can't but help to overlook the steady and consistent architecturing, well textured areas and the lighting. Ajay says he is trying to make this level have a good JK feel to it. He's done that with the new JK sounds and textures as well as some computer-animated cutscenes from Mike Rajotte. Ajay has also mentioned that in the finale of the level, with you escape the exploding ship, you enter the Crow itself, then fly away. Should be a pretty cool sequence.
The Star Wars Total Conversion
Basicly, this is just to introduce people to the plot. These levels have a very lengthy plot, and I thought that there should be some way to ease people into it. As for the quality...okay, there was once a level called Escape from Mos Eisely. It was a good level, but it was a mini level. the Prelude will be a lot like that, it's good, but don't expect Mt. Kurek. All of the levels will be good, including the prelude.
It's strange that Wazzit was working on a sequel to his level before it was even released, but no matter, this level is a lot of fun for a fast-paced kfy (kill the fool with the ysalamari). If you liked WMF in the recently released Origins level pack, you'll love wmf2.
The architecture in the level is really nice.. Nothing that will blow your mind, but nothing that will blow your framerate either.. It succeeds in its purpose, which is making it very believable that you're in a mine.. There are support beams crisscrossing everywhere, digging into rock formations to help with the feel of the level.. A few mine carts would have been cool to see, but you can't have everything.. The textures are a bit repetitive, but it is supposed to be a mine.. There isn't really much that you can do to vary the textures.. No alignment or cmp problems though, and the wood texture that he picked for the beams looks great - rotted and defunct, a very nice touch..
The level plays very vertically, so if you have the ysalamari, your best bet is to get an elevated position over everyone else. It also helps to ambush people, because straight-out fights will always get you killed or seriously injured due to the lack of maneuvering room in all the cramped hallways. Fortunately there are plenty of hallways to run around in, so a good player can completely avoid any fights when he has the ysalamari.. On the other end of the spectrum, you'd better have force seeing if you don't have the ysalamari, or you'll have a tough time finding the fool..
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