Escape From Mera Himbgie
The Massassi Temple » Levels/Mods » Jedi Knight Single Player Level » Escape From Mera Himbgie
Description
It's been almost three years since Kyle Katarn saved the galaxy from the evil madman, Jerec. It appears as though everything is on the up and up for the Republic. However, in a distant corner of the galaxy, the planet Mera Himbgie is home to about twenty thousand Imperial prisoners who have no idea that the Republic is as strong as it is. But, when you, Prisoner EX193878, hurt yourself in the mine, you decide that it is the perfect opportunity to escape. Visit the Tides Of The Force website at http://users.rcn.com/beanhead/TOTF for more information.
Level Info:
Ratings:
User Comments:
Register for Commenting System or Log In
Register for Commenting System
3D Preview developed by Stephan Reiter
-Whitey
I don't know if I qualify strictly as a beta tester, because I didn't get very far in the public beta and only delivered a couple of comments to the author. However, I'm pretty sure one or two of those comments were considered for the final release.
I eagerly await the SE.
1) Longer level!!
2) I liked the fact that I didn't have to think and try for half an hour to get through each part of the level, but a slight tad of itsy bitsy teeny weeny more puzzles could be interesting.
3) Two weapons for an entire level? It's somewhat realistic and all, but I think there should be a supply room or two (or something more original - I'm sure you can think of something).
4) Somewhat related to the above; a more varied opposing force would be nice. You could e.g. have the lion-like (I think they look like lions) cronies from the beginning of the main game levels start a fist-fight down in the mines or something like that. Other alternatives could be a Rodian delegation on a tour, etc.
5) The ventilation shafts should be hidden with a breachable grate, or with a small door or something
6) The doors should fill the "door-slots" completely.
7) The three control panels at the red key overlapped, and that didn't look too good
8) Too few enemies, in numbers, and where there were several, they were usually near some corner or tight spot where I could pick them down easily. An ambush could be interesting, at least towards the end, when the guards would know I was escaping.
9) I couldn't shut down the sensors in the comm.-center, it seems. I could finish the level, but that objective was never accomplished. It could be that I did something wrong, but I couldn't find more than one button in the comm.-center, and nothing happened when I pressed the one I could find (the one beneath the screen).
Now I'd like to point out some of the parts I enjoyed the most (in no particular order):
1) Blue sign -] blue key
Yellow sign -] yellow key
That's logical, easy to understand and just the way we like it
2) The cargo area-thing was great, it simulated street combat quite well -- The enemies popped up here and there. Great fun!
3) The ventilation shafts were made so that they didn't go quite straight. That's a big improvement over most shafts, where they are in long horizontal or vertical lines. The downside with the shafts were that they were quite long
4) Nice layout of the level, nice variation and nice and varying "wall-shapes".
5) The cutscene was very nice, although some of the outermost text was quite far into space before I could see it, and then it was somewhat small.
That was all I could think of right now. All in all a very good level, and I definately want to see more from you :)