Jedi Knight: Dark Forces II DEMO
This is the first level of my Jedi Knight campaign. The custom music from the real game hasn't been added yet, but in the full version, I hope to have it in. If you have any questions please post them in the Scenario Design forum, under the Jedi Knight Campaign thread. Enjoy.
|Clone Campaigns required?:
||Role Playing Only
|Number of scenarios:
Double-Cross on Nar Shaddaa:
You take on the role of Kyle Kataarn. In this level, you chase after the data droid 8t88 for your father's stolen data disk. Run through the halls of Nar Shaddaa, but watch out! 8t88 has cronies everywhere with blasters in hand. Find 88 before he can escape!
|Author||Reviews ( All | Comments Only | Reviews Only )|
Not overly fun to play, but it should provide a mild degree of entertainment if you like navigating through a maze of Nar Shaddaa hallways killing hundreds of the exact same enemy. The cutscene at the end was not very well done. First the bomber comes. It sits there for a second. Then the Moldy Crow comes. Pause. The bomber explodes. Kyle and Jan have a short conversation. None of the ships even fired any shots! Another thing: add different enemies, even if they weren't in Jedi Knight! Just Nikto is really boring. (And yes, there was one Rodian in a secret area. That was it.)
Far too easy. The only enemies are Nikto (which I suppose are stand-ins for the Gran of Dark Forces II.) At the beginning, they only take two shots to kill, and you outrange them. The power-packs found throughout the level increase your attack to the point that you cannot be touched by any enemy.
It's based on the Jedi Knight level Double-Cross on Nar Shaddaa, and the author tried to remain fairly true to it. However, you basically go through mazes and shoot enemies. Some concepts such as health packs and locked doors, typically seen in expert campaigns such as The Phantom Menace were helpful, but there wasn't much creativity overall.
Map Design: 2
The map held little resemblance to the Jedi Knight level; it was just walkways of metal terrain bordered with asteroid hubs. Nar Shaddaa should look colorful and vibrant. It looked more like a near-abandoned space station. A tip to the author: Nar Shaddaa should be a bit more solid; fill in gaps between the hallways with various buildings.
These were fairly straight-forward. The author gave instructions for picking up health packs, riding transports, etc. The story was taken straight from the game, so the author did not make up much on his own.
I found several. The scenario needed a bit more testing. Players sometimes resigned. (Fix this by going to the Players tab and selecting Personality: None.) When you ride an air transport, it is transfered to you and sent straight to its location. However, you can stop it from doing this and tell it to go wherever you want. Set the trigger that tells it to go to its location to Looping to prevent this.
Overall, this scenario was constructed within probably a small amount of time and was poorly done. However, the author has the potential to make it a great scenario. Keep working on it!
SOmewhat fun to play, but it gets boring after a while.
Evenly balanced, but you have the advantage.
Very creative, using what you have to make a replica of the real JK level. Good use of opening locked door techniques.
It was good, but maybe place more Space Hub Outer 3's and space walls in the halls, and also stockpiles of carbon, nova, etc. Also, put Coruscant buildingsm that are flat outside, and maybe some of the tall ones. Also, fix the last cutscene to have more action.
Instructions were clear, and the story follows Jedi Knight.