Jungles of Caldoun
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A long time ago in a galaxy far, far away...
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
92 / 100
Unknown
Design:
Dynamics:
Experience:
95 / 100
92 / 100
90 / 100
First Impressions
This level is done by the same author who previous works include the much acclaimed "The Hunt for the Arc Hammer," and "Fest Revisited." His latest (and probably last level since he hasn't done anything since) level is arguably the best of the three. To start off with "Jungles of Caldoun" has an amazing background plot. "The Hunt for the Arc Hammer" had a good plot too, but this far surpasses it. For one thing, it's more original. Rather than borrowing off of the LEC story, this level has it's own plot. Next, it's surrounded in mystery. Why did you lose control of your ship all of a sudden? How are you going to be able to get off the planet? These questions, obviously, are answered as you uncover more clues throughout the level. I think it would be safe to say then, that I was geared up for the level before setting foot on it.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
Jungle themes are hard to do with the DF engine. It requires a lot of patience, and skill due to the numerous BM's and FME's that are needed to pull it all off. Then there's that fact that there aren't many jungle levels out there, so there you can't really pick and choose as to what works and what doesn't with the overall design. Needless to say, it was a daunting task for the author. However, I think he pulled it off in style. Architecture was absolutely incredible. For starters, the village houses were varied and unique. It was nice to see that the author didn't copy and paste his homes. Some even had broken walls with their rocks scattered across the ground, a silent testament to the Crow's violent atmospheric reentry. Now the author didn't have to do this. The scene would have looked fine without the added detail. However, it was precisely because he added the extra detail, because he took that extra step, which makes the level that much more enjoyable. The jungles themselves were well constructed. The caves had broken terrain, shrubbery, and other such extra tidbits that added to the overall design. That's only half the level though. The other half is the secret which I don't want to give away (although you can probably figure it out by looking at the screenshots), but trust me when I say that it is just as good. Usually authors who do a good job with the architecture tend to forget about the other half of the design: texturing. Not so here. The texturing was as good (possibly even better since it required new textures) as the architecture. The background texture (sky texture, whatever you want to call it) is gorgeous- as far as background textures are concerned. One the screenshots has a picture of it so you can see what I'm talking about. The rest of the jungle is textured well too. The mossy textures for the walls and the grass texture for the floor don't waver much (as expected); however, the author instead varies his textures in places where the terrain is more rocky. At times it seems a bit too varied and unrealistic, but I had no major complaints. The other half of the level is just as good too. I don't want to say too much, but judging from the screenshots that give away part of the surprise, the textures are well-balanced for the area.
Dynamics / Interactivity
This can level can be pretty difficult, especially in the beginning where it's Bryar Pistol vs. Thermal Detonator. Once you get past the initial challenges , this level shouldn't give you too much trouble. The only thing that bothered me was the DT, phase 2, at the end (slowly giving away more of the secret). It wasn't necessary, and it doesn't seem to fit in with where it was placed. There were several other places throughout the level that would have been a much better choice to stick a DT. Items were placed very well. There were always enough to get by without feeling comfortable enough to brazenly charge out into the open. Also, the items were evenly balanced throughout the level, something that many authors forget to do. Ammo was a bit excessive at times, especially when you reach the armory room, but I didn't seem to mind it (more on that later). One thing that's rarely excessive though are the enhancements, and this level is no different. As said previously, there are tons of new BM's and FME's that help with the overall design. There's also a brand new enemy: the Caldoun Wasp. Complete with their own specialized VOC's and background history, these pests populate the beginning portions of the level. Although, their stinger doesn't do much by itself, these things usually travel in packs and are difficult to hit because the blend in nicely with their surroundings. There's also a new WAX that replaces the Dianoga. But wait, there's more. Also included are several new VUE's and scripted events which not only look cool, but also advance the plot. Lastly, what jungle is complete without ambient sounds? This is my favorite part of the level. The various VOC's that the authors uses really help capture that jungle feel. There are a few other things, but I'll let you discover them on your own.
Playing Experience / Atmosphere
With all the good things mentioned so far, it's no surprise to anyone when I say that this level has an amazing atmosphere. For one thing, you really feel like you're in a jungle instead of at home playing on the computer. Plus, there's an underlying theme of mystery that will keep you guessing right up until the end. Throughout most of the level, you will be constantly asking yourself: Why did I crash? How am I going to get off the planet? The only thing that really harms the atmosphere is the lighting. There's some good use of shading in the caves, but that's about it. Some shading around the homes in the villages, and more light around the fires would have helped, but it wasn't absolutely necessary. As far as complaints go, this one is relatively minor. Another thing that helped the atmosphere and overall mood is something which several levels lack: puzzles. I don't mean puzzles like "find the right key." I mean puzzles that will require some serious thought on the player's mind. My favorite was finding a way into the armory room. The way it was set up was challenging (except on "easy" mode where you get a big hint), and realistic- an added bonus. I spent several minutes racking my brain before I figured it out. It was perfect. There are many other puzzles, but I think you get the idea. Also, the semblance of the level was well done too. The jungles were full of meandering caves, bogs, and cliffs. There were a few too many dead-ends for my liking, but overall I was not disappointed. The secret part of the level also has good semblance. There weren't any spots where you would say, "this doesn't fit," or "this doesn't look right." Here's another interesting fact for you: I couldn't find any realism issues. The plot is engaging all the way to the end, and when you're done, you're done. No loose-ends left lying about. The fact that there's a Phase 2 DT at the end was a problem, but I have more of a problem with where the author put it then the fact that it's there. Gameplay, can be a bit of an issue though I wouldn't recommend running this with a machine that has less then 16mb of RAM, and neither would the author. The worst is in the area with the Crow. Not only is there slowdown, but there's also a terrible HOM. There are other areas where you also get a HOM effect, but it isn't as bad. Fortunately, it won't detract from the game much.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
It's time to draw this lengthy review to an end. Bottom line: get this level. If you're a DF fan, download this immediately. You won't be sorry. Just make sure you fit the requirements first.
Design:
Dynamics:
Experience:
95 / 100
92 / 100
90 / 100
Overall:
92