Life of a Merchant II: A Time of Trouble
The Massassi Temple » Levels/Mods » Jedi Knight Single Player Level » Life of a Merchant II: A Time of Trouble
Description
You've been hired again by the Republic to deal with the Imperials once more for a nice, tidy sum, when all of sudden, your ship dies on you and leaves you stranded on some backwater planet looking for spare change to afford the repair of your ship.
The Force is strong with this one, eh?
Level Info:
Ratings:
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3D Preview developed by Stephan Reiter
That's a big file.
[3 cable modem
"Oh, how can one little insulated cord bring so much happiness?" [/Homer]
:)
[Edit: Excellent... 10/10. Nothing wrong that I could see, except I was under the impression that I had to collect 500 credits like in LoaM1...]
good job and keep up the good work, i love it lol, im downloading it right now so this better not have those long annoying cutscenes like in the first one *shakes fist* lol
50 out of 10
great level
go for level of week baby
Gameplay:
This level really shined in this area. The RPG elements really enhanced the look and feel of the city, especially the money, store, and map systems. The fact that you could go up and talk to people, as well as venture off on a variety of mini-missions made the level not only more interesting, but also more involving and realistic. The addition of difficulty settings was a nice touch, and the entire police/law enforcement system was pulled off expertly. I think the most impressive and dynamic aspect of gameplay, however, was the non-linear gameplay. Few JK levels to date can boast such an open-ended layout and objectives. The numerous cameos and couple of secrets rounded up an impressive, and compelling action-packed package.
Design:
The architecture was spot on. Not to elaborate, but varied and intricate enough to hold the player's attention while not distracting too much from gameplay. You wouldn't expect a back-water town to have any distinctive or recognizable landmarks, but at the same time the design in each area is unique enough that you won't get completely lost (the maps also help you fin your way if you do). The same goes for the textures - they were dark, messy, dirty, and commonplace and so seemed very appropriate for this sort of level. Perhaps a bit more variation would have been nice, but overall, this aspect of the level was pulled off very convincingly. Finally, lighting was perfect. It really gave the level that "hive of scum and villainy" kind of atmosphere and yet at the same time there was enough variation between lighter and darker areas to make the level interesting.
Story:
The story was convincing and enjoyable. It was interwoven remarkably well, especially when taking into account all the little subplots and side missions. The characters were rich and diverse in terms of both personality and backgrounds, not every character was what he seemed. Whether a "Latin-Lover" or a homeless Ugnaught, each character brought a depth of enjoyment and depth to the story. The story's greatest asset, in my opinion, were the superb cutscenes and voice-acting. While sometimes a bit hard to make out, the variation in human and alien dialects held my attention from start to finish. All of this helped to establish the story and develop the plot. The only big flaw I found with the story was the ending, which was a bit dull and uninspired. It almost seemed as if you'd rushed the ending just to get the finished product out to the public, but I thought greater care could have been taken with making the final scene as involving and exciting as possible. It's a shame to see a great level just suddenly end without a mini boss battle or climactic plot device. More could have been done with this.
All in all, this level was an astounding and enjoyable addition to the JK-SP archives, which is why I give it a final score of 9.6
Gameplay: 9.7
Design: 9.6
Story: 9.5
First, 2 chars. [3
Second, a rating. 10/10
10/10
Pretty nice looking, I'll play it tonight.
Architechture/Texturing: Very nice, there are some spots here and there that need a little touch-up, but other than that great job.
Gameplay: Let me say this right now, BEST ELEMENT. One more time, BEST ELEMENT!!. This RPG you have set up is completely amazing. The amount of things you can do has made this level really shine very bright(GAH! My eyes!!!). I have seen a great RPG level like this since Baron's Hed RPG. The cameos were also really good too(Latin-lover...lol).
Story: Very good storyline, fits well with the original LoaM. Not much else to say...
Modifications: Same skin as last time, I still like it though. RPG elements, again, simply amazing.
Final Comments: Congratulations on a job well done, Typhon/Wolfy. Hope to see LoaM 3.
Score 10/10
10/10!!!
For all you dialuppers, this level is well worth the download time/size (note that I am speaking from the point of view of one with a cable modem, but I still stand firm)
But still a 10/10.
oh, and for a real laugh, talk to characters repeatedly, they eventually say something different. Great attention to details!
As for mission design, it was wonderful. It took a bit to get used to the city layout, but the in-game maps were very helpful.
My biggest complaint is the level was REALLY dark. I had to rely on short bursts from my fieldlight to see if there was a door at the end of the many dark tunnels, or just a wall (not that many if any doors were openable).
I'm giving it a 10/10.
I'd definately enjoy a LoaM3.
QM
20/10