So you wish to be bored, eh? Well, bore you I shall. Here's a more detailed description of what a score roughly corresponds to. I also explain what I pay attention to when rating each category.
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- 10 -- Perfect; has everything right, comparable to the best original missions, may even surpass them.
- 9 -- Very good; recommended for everyone.
- 8 -- Good; is enjoyable, but may not be something everyone likes.
- 7 -- Decent; has quite a few nice features.
- 6 -- Ok; has one or two cool things.
- 5 -- Average; nothing important is missing, but has nothing special either.
- 4 -- Almost there; one or two basic things are missing.
- 3 -- Inferior; could be improved in many ways.
- 2 -- Bad; gets more things wrong than right.
- 1 -- Terrible; it can be loaded by DarkLoader without crashing, but makes you wish it couldn't.
- 0 -- Absolute crap; it makes grown men cry.
Bonuses and penalties are given when I think the mission deserves them. The reasons for them can be very subjective; if you don't agree, just accept the preliminary score as is. As of July 30th, 2005, I give the bonuses before averaging the final score.
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These are not the only criteria, but the most important ones at least. As you can see, some of them could be placed under two or three different headings. They're listed where I feel they matter the most, but I do take them into consideration for all relevant categories.
- details -- Are areas boring cubes or are they detailed enough? Any jaw-dropping moments?
- scale -- Are areas too small, too large or Just Right?
- use of textures -- Are they appropriate, aligned? Are different ones used for floor, ceiling, walls? Do all buildings, rooms, areas look the same?
- relevance -- Do the areas fit in with the setting, are they necessary? Anything missing?
- layout -- Does the layout make sense? Is it too easy to get lost?
- general impression -- Does the mission feel the way it's supposed to?
- sounds -- Are ambient sounds used? Garrett's comments, sound effects? How well?
- lighting -- Is ambient lighting ok? Is there a balance between shadows and brightly lit areas? Is use of coloured lighting appropriate and effective?
- character development -- Are characters well thought-out? Do they seem realistic?
- story, subplots -- How is the story/subplot developed? Does the mission fit in with the story?
- believability -- Is the story realistic? Does it give enough reason for G to be there? Does it fit in with G's character?
- development -- Does the story progress in the mission? If so, how?
- background -- How much do you know at the start? Is the info found in the level enough to answer possible questions raised?
- originality -- Has this been done before?
- unexpected turns -- Are surprising elements revealed as the game progresses?
- challenges -- Are there any puzzles, secrets? Is planned timing needed to avoid AI?
- AI use -- How well are AIs placed? Are the patrols well designed?
- play styles -- Can you finish the mission using different styles: for example sneak, ghost, homicidal maniac?
- equipment -- Enough? Too little? Too much? The wrong kind? New kinds?
- fun -- Is the mission enjoyable to play? Can you mantle, crawl, swim, climb, use rope arrows? Does it have interesting, fun or exciting scripted events? Any humour?
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