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Review: The Mines: Escape

The Skaarj sure love them mines, don't they?

Project information

Title
The Mines: Escape
Author
Pablo 'Phantom3D' Fernandez
Platform
Unreal
Scale
Single Map

Main review

Ladies and gentlemen, once more the time has come to venture deep into a Skaarj mining operation and ruin the days of our unfriendly galactic neighborhood oppressors! This time, our level of interest is the first of two SP outings released on June 1, 1999 by a certain Spanish mapper Pablo Fernandez. This and its sister project Groups Vitae are the only levels for Unreal single player, and short at that - but are they worth a play? This article will attempt to answer that question, focusing on the first of the two, which is the mine level.

The starting area

Being a beginner, Pablo hasn't made any effort in the storyline department at all. The player's identity and purpose are unclear, perhaps aside from the fact that during the search for four switches required to progress, for the purpose of preserving one's own hide, the player is strongly recommended to eliminate anything that moves, be it Skaarj, Krall, Brute or an occasional pest like a tentacle or a dragonfly. This needs to be done with care, though, as there's just enough ammo for the automag and minigun to eliminate most opponents. It is therefore strongly recommended to leave the Krall-infested starting area quickly while grabbing one of the weapons, secure the immediate surroundings and after finding the automag, focus on using that one instead of the ammo-puking minigun. An occasional box of shotgun shells is lying around, proving that the author really didn't understand what it is for, as there is no quad-barrelled shotgun anywhere on the level - and even in 1999, there were options such as the Unreal 4Ever mod for instance that included one. Had these been replaced with more bullets for the pistol and the minigun, the situation would've been much more favorable… alas.

A tunnel with tracks

The level's visual presentation is surprisingly spot-on: by looking at the various tunnels, caverns, walkways and hardware lying around it is indeed believable that the area is a mining operation - one gone horribly wrong, seeing as the miners have gotten through to rivers of molten lava. The music track, Fifth, doesn't fit the level all that much - Shared Dig would've been a much better choice here. The visuals aren't on a super-high level and the areas feel a bit cramped but the sense of place is there. There's also just one BSP hole that I managed to find - and it isn't a major one. As for the aural layer - aside from the unfitting music there's barely anything to speak of. There's lava bubbling in terms of ambience. So… not much.

Summary

To quote a classic: "The Skaarj sure love them mines, don't they?". A common trope in Unreal custom offerings is a Skaarj-owned-and-operated mine, no doubt due to the first main level after a short outdoor exploration of the NyLeve area being in fact a mine. So, picking a mine theme is an easy way for a level to feel at least a bit like the mother game. And despite the fact that it was Pablo's first attempt at SP making, it was a success here.

Download Link:

https://unrealarchive.org/unreal/maps/single-player/M/sp_mine1_escape_v…

Score
Build (23%)
  • Architecture
    Imagination, realism and detail of structures used in the design of the level.
    4
  • 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).
    5
  • 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.
    3
  • Technical Execution
    Technical soundness of the level, i.e. no visual glitches, no random deaths or other gameplay bugs, and a good framerate.
    6
Cast (13%)
  • Conceptual Grandness
    Scale, imagination, awe & originality of design and layout, physical foreshadowing of future areas.
    4
  • Story Construction
    Backing story & progression via translator, subplots, and script of voice acting where applicable. Logical choice of opposition.
    0
  • Story Implementation
    Progression of the written story via the events of the level, and performance of voice actors where applicable.
    0
  • Gameplay Awe
    Quality of scripted sequences, originality and staging of combats. Maps that force the player to "learn by dying" will be penalised.
    5
  • Gameplay Balance
    Balance of weapons and items to creatures, including difficulty settings. Most importantly, fun factor.
    4
Rating
Below average
Score
36%

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