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Review: Hazard Pay

what is presented is simply too little to appreciate the strong sides of the map

Project information

Title
Hazard Pay
Author
Bobb 'Smoke' Bittner
Platform
Unreal
Scale
Single Map

Main review

Yet another classic release from July 1998, Hazard Pay by Smoke has doubtlessly been experienced by players even without an internet connection, being a mainstay of magazine cover CDs or unofficial level compilations. As such, expectations surely won't be high but can this level pleasantly surprise us? Let's see.

 

The starting area

Being part of a team of miners on a fringe world of Cyrion VII, the player receives word about a discovery made in the bowels of the mine. Finding their teammates dead at the hands of dangerous pests, the miner then proceeds to do a cleanup, destroying said pests, plowing through a couple Slith and more, while the landscape turns from a mine to an egg-filled cavern, eggs being large and of unknown creatures, and what seems to be remains of a temple. Getting through isn't difficult as the opposition is pretty basic and you have more than enough in terms of guns, even though the choice is modest, it'll get the job done.

The abandoned Tunneler

The level is pretty short and created using basic shapes, and yet it works for a fairly realistic Terran-operated mine that connects to a cave system with various discoveries to be made. Despite the simplicity, attempts at realism are made with tracks, carts and a tunneller all present. Slith are found in an area filled with huge eggs that beg the question what creature has laid them and what hatched from them. As such, the level does offer some tense atmosphere, however the soundscape is barren with just about everything besides the tunneller being silent. No ambience, no music. An interesting gameplay choice is the requirement to gib the human bodies encountered - most of them drop ammunition when destroyed. The gameplay is simple, if it moves, shoot it - nothing specific to look for to open the way further. The level ends rather abruptly, prior to what seems to be a portal to the final room. The teleporter is set to start Hazard Pay anew, making it loop. It's clear that something was planned as a follow-up but nothing ever materialized. On the bright side, there seems to be little in terms of technical issues - just don't jump inside the eggs as you can get stuck in some of them and will have to cheat your way out.

Summary

A simplistic level through-n-through, Hazard Pay does however have seeds of interesting concepts that were never fleshed out (the eggs) and attempts at realism (genuine mining equipment), plus it seems to be a decent attempt at being atmospheric. However, what is presented is simply too little to appreciate the strong sides of the map fully.

Download Link:

https://unrealarchive.org/unreal/maps/single-player/H/hazardpay_1b6671d…

Score
Build (18%)
  • Architecture
    Imagination, realism and detail of structures used in the design of the level.
    3
  • Texturing
    Use of textures in the level. Technically speaking, alignment and scaling. Choice of textures, and quality of any custom textures used.
    5
  • Lighting
    Lighting of the level: does it look cool? Use of light colour and other effects, and sourcing of lighting (no light out of nowhere).
    4
  • Sound
    Use of ambient sounds and event sounds to give the level atmosphere, and the quality of any custom sounds. Appropriate use of music and silence to complement the atmosphere.
    1
  • Technical Execution
    Technical soundness of the level, i.e. no visual glitches, no random deaths or other gameplay bugs, and a good framerate.
    5
Cast (15%)
  • Conceptual Grandness
    Scale, imagination, awe & originality of design and layout, physical foreshadowing of future areas.
    3
  • Story Construction
    Backing story & progression via translator, subplots, and script of voice acting where applicable. Logical choice of opposition.
    2
  • Story Implementation
    Progression of the written story via the events of the level, and performance of voice actors where applicable.
    2
  • Gameplay Awe
    Quality of scripted sequences, originality and staging of combats. Maps that force the player to "learn by dying" will be penalised.
    2
  • Gameplay Balance
    Balance of weapons and items to creatures, including difficulty settings. Most importantly, fun factor.
    6
Rating
Below average
Score
33%

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