A blog related primarily to the unique and classic games of Descent I/II. Expect in depth custom mission/level reviews amongst other things at times!
Showing posts with label series. Show all posts
Showing posts with label series. Show all posts
Monday, April 16, 2012
-MOON 02- by (LL)ATAN/Robert Peterson (reveiw)
After playing -MOON 01- and seeing its potential, I was excited to see what further levels of the series would have to offer. Hoping to see some of the flaws of the first level addressed, and wondering what common traits the author had in store, I was quick to dig into this second level of the series. After playing it through, I can confidently say I feel this level is an improvement over its predecessor. While some of the same points I made negative about -MOON 01- continue in this second level, it definitely seemed like a cleaner, better planned map in the end.
The themes still aren't entirely consistent, but this level is much less of an "everything but the kitchen sink" ordeal compared to the first. Textures are still rather mixed, but a bit less random than before. Also, lava and water are used more sensibly. While -MOON 01- could be eligible to have just about whatever the author felt like in this regards in its every room, this level largely sticks to lava, with water used in only one area (by the red key) that is separate from the rest of the level. The mixed textures themselves manage to fit in most cases.
I found this level to be a smidgen easier in difficulty compared to the first, but this might be partly because I knew from the start to use the heavy weaponry at my disposal. I found high-end missiles (Guided and above) to be provided a bit too excessively, and again there are especially a lot of opportunities to fill up on Guided Missiles and clearly too many Mega's outside of secrets (especially considering there isn't even a boss in this level, just a reactor, unlike the first), though having these powerful weapons did keep the frustration level down, but I think the balance could have been better for an idealized challenge. It didn't kill the fun though, and the generally enjoyable aspects of gameplay from -MOON 01- were generally carried over otherwise. The progression is still smooth, with no big puzzles, keeping things moving along - and this time the exit is not hidden, which I feel more appropriate.
Again, all that's here is a level; there are no other custom features. I'm starting a recognize a few trends from this author. First of all, is the already mentioned overuse of high-end missiles. Once the player learns this author provides them fairly frequently, it cuts the difficulty down, maybe a bit more than would be optimal at point; there are too many robots you could just kill with (especially Guided) missiles without even seeing. Secondly, the author likes to use Hornet enemies. Lots of them, and of both the green and red varieties. Fortunately this is one place in which the overuse of homing weapons works in favor, as if seen quickly they are often easily dispatched with a few Homing Missiles rather than having to chase them around. There are two Bandits again, one of which will start chasing you early and the other which appears late. Finally, the author definitely likes to put a lot behind the red door, so don't just think you'll find the reactor (or boss) right behind it.
All said -MOON 02- is definitely not without flaws but it's an improvement over the first in the series, and overall gets my recommendation particularly if you've already played all the bigger stuff.
The bottom line:
Positives - Another mostly enjoyable, and fairly long level. Reduced swings in themes compared to -MOON 01-, and somewhat better texturing overall. Smooth, flowing progression free of frustrating puzzles or slowdowns.
Negatives - Some trends the author appears to be getting in to aren't exactly the best, like over-providing heavy-hitting missile weaponry and using Hornets a bit too frequently. Also still a very "standard" level that lacks anything to set it apart from other maps.
My overall rating for this level is 62.5%.
And commentary is welcome, as always. :D
Download: You can find all levels in the -MOON XX- series here.
Disclaimer: All scores and critique reflect MY opinion and no author or player should take any offense or feel discredited if they disagree.
Thursday, April 12, 2012
-MOON 01- by (LL)ATAN/Robert Peterson (review)

The -MOON XX- series is a series of 14 individual levels for Descent II, each a separate download. It is mostly a collection of levels, as many of them don't even have briefings. From a brief look the levels look to vary - so I have decided to cover each one I play in a separate review.
-MOON 01- is a large and mixed level, with a twisty overall layout. All the primary themes/elements from Descent II are used at some point, but it still doesn't seem too discombobulated. The main take away feature I found in this level was the enemy and difficulty factory. It was a very tough map for me to make through with one life on Hotshot, and while I first thought a couple of Mega Missiles right at the start (if you search a bit) was overpowering, they turned out to have their use. There are lots of robot generators (matcens) and only two or three energy centers throughout the large level. You will want to make use of matter weapons and at least a couple times I ran out of energy with none in reach without a fight.
Possibly the trick, which I didn't notice until near the end, is that there are a bunch of Green Hornets in the level that commonly drop a Guided Missile. I did not play the level this way due to not realizing it at first, but you'd probably have enough Guided Missiles to kill or at least get a glimpse at many of the robots and areas without taking damage. Doing this, I envision the level might have been easier, but it's not an intuitive strategy for me. There are a couple especially brutal rooms, the final room (which is a boss robot, although you can get an Invulnerability nearby) and also a very tough red key room with three matcens generating powerful robots being the ones I remember most.

Still, I mostly enjoyed the playthrough, and despite the constant change in themes from area to area or at times even room to room, didn't mind the way the level progressed. The author hid the exit in an unmarked secret, which I don't feel is in good taste, but on the other hand it only matters for bonuses since there's only one level and hence you aren't actually at a disadvantage in a later level from missing the exit.
-MOON 01- is possibly this author's first single player level. For that it's not bad at all and I do plan on playing more maps in the series. It's not a map I'd recommend if you're involved in a major campaign, but if you're getting bored this map (and series) seems worthwhile from the first look.

The bottom line:
Positives - I mostly enjoyed playing the level. It's large but not confusing and provides a potentially good challenge for those who like it. The random mix of themes, while also mentioned as a negative, combines fairly enough that it didn't seem over the top discombobulated. And remember it's possibly the author's first level.
Negatives - It may be a bit frustrating in difficulty in Hotshot (or especially above) for some. The Guided Missile strategy, if it does work, is not an intuitive one. Themes are mixed rather randomly overall, without a lot of area to area consistency. Personally I don't think it's appropriate to put non-secret exits behind an unmarked secret door. It's just a level, with no "extra's" of any kind.
My score for this level is 57.5%.
Once again, all commentary, suggestions, and/or feedback is welcome. :)
Download: You can find all 14 -MOON XX- series levels here.
Disclaimer: All scores and critique reflect MY opinion and no author or player should take any offense or feel discredited if they disagree.
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