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Centrifuge
Author: [Slug] Reviewer: [Archimedes]
Aesthetics:
The architecture in Centrifuge is nothing exactly special, and doesn’t compare to some of Slug’s more recent works; like Vanilla, for one. But don’t take me in the wrong light: nothing special for Slug is still pretty good. The excellent skylight architecture, the platforms, the curving tunnels, the great underground system - it all adds up to a great yet simple architectural system, which I’ll get into further in the gameplay section of this review. Texturing, however, suffers a bit more. There is a lot of repetition with the platform mat, and it doesn’t curve along the dome very well. The texturing on the walls, on the other hand, is excellent, using a mixture of a light mat and one of the better wall mats. The dome’s walls are all stitched perfectly, which is a big plus - there’s nothing worse in level texturing than a poorly stitched dome. The lighting in Centrifuge is very good near the top of the large dome with all the shadows, but in the tunnels it’s basically just low lighting, and in the rooms separate from the dome it’s a tad too bright; a few more shadows would not be uncalled for. There are some total black spots in the level - I call that “black-hole lighting”, which upsets the visual of the level. Luckily, it’s very rare in Slug’s classic, so it doesn’t effect the level (and the score, for that matter) too much. The lighting, I believe, could have been twirked a little more to better suit the level, but all in all, it’s pretty decent. The only dynamics I can find are the stationary items - they don’t twirl ‘round and ‘round. Now you may be saying that that’s nothing different or special, but if memory serves me, this was one of the first levels to stop the incessant rotations of an item.
Gameplay:
The item placement in the level is handled skillfully by Slug, and is certainly one of the most adamant reasons for my love towards this level. Not only did Slug balance the items excellently between the areas, but he also took the wise course of action of omitting the concussion rifle. Adding it would have literally destroyed the gameplay, for the level is small, fast, and furious, which we’ll get into further. The flow in Centrifuge is where Slug really hit the nail on the head, in my opinion. The design of the level contributes to this immensely: you have a dome in the center which has a room on the north, south, east, and west sides. These rooms connect to each other with a piping system, and they also have an underground tunnel system which harbors the greatest weapon in the level, the rail detonator. This architectural plan makes it, as I said earlier, extremely fast, and extremely furious; no one can ever afford to sit in one spot. The playability is another great factor that keeps me coming for more: this level is a great way to bring out your skill. There isn’t a concussion rifle for conc-lubbers to abuse, so aiming with what you have is a great necessity. Many a time have I killed people with thermals on a sneak attack from the raised platform, or with a saber dodging crossbow bolts, or with sequencer charges dropped from above... Centrifuge has always been and always will be on my hard-drive because of the great fun it offers with any amount of players.
Final Comments:
I don’t care what your taste is, this level is a must-download classic. You will especially like it if you’re sick and tired of being blasted to the next world and beyond with a concussion rifle - this level can be best described as a pure melee, not pure control by the Man with the Golden Conc. Like Slug would say, Centrifuge is pure vanilla deathmatch.
Scores:
Aesthetics:
  • Architecture » 90
  • Texturing » 90
  • Lighting » 92
  • Dynamics » 92
Gameplay:
  • Item Placement » 97
  • Flow » 98
  • Playability » 98
  The Official Seal of Approval

Total Score: 94


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