Ship of the Night
1,080 downloads

- Release date
- 18-Oct-2003
- File size
- 14 MB
- Class
- Ship
- Engine
- TR4
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Akcy ↓ | 2 | 2 | 3 | 2 |
| Bene ↓ | 6 | 4 | 4 | 4 |
| bERT ↓ | 4 | 3 | 4 | 5 |
| Catherin ↓ | 1 | 2 | 2 | 1 |
| CC ↓ | 2 | 1 | 2 | 2 |
| DJ Full ↓ | 5 | 4 | 4 | 2 |
| eTux ↓ | 2 | 1 | 0 | 1 |
| Gerty ↓ | 3 | 2 | 1 | 1 |
| Jay ↓ | 2 | 2 | 1 | 1 |
| JoeTheCrazyGamer ↓ | 1 | 1 | 1 | 2 |
| Jose ↓ | 2 | 2 | 1 | 2 |
| Kristina ↓ | 2 | 2 | 2 | 2 |
| Magnus ↓ | 0 | 0 | 1 | 1 |
| manarch2 ↓ | 3 | 2 | 2 | 1 |
| MichaelP ↓ | 3 | 3 | 1 | 1 |
| Obig ↓ | 4 | 4 | 2 | 2 |
| Orbit Dream ↓ | 1 | 2 | 2 | 1 |
| Ryan ↓ | 2 | 2 | 2 | 1 |
| Sash ↓ | 2 | 1 | 1 | 1 |
| Scottie ↓ | 2 | 2 | 3 | 3 |
| Sherry ↓ | 1 | 2 | 1 | 1 |
| Torry ↓ | 2 | 3 | 5 | 4 |
| Treeble ↓ | 2 | 2 | 2 | 2 |
| Yoav ↓ | 6 | 5 | 5 | 5 |
| Category averages (24 reviews) | 2.50 | 2.25 | 2.17 | 2.00 |
Gameplay&Puzzles - B: Mark certainly has a distinctive feeling for gameplay. The work he presented to us was spicked with annoyances, such as tedious wandering through large rooms, very little to do except a fairly strange puzzle to avoid triggering a sentrygun and the only real gameplay element placed at the end of the level - the bike jump. For me, that seemed like he wanted to give us a secret hint for his talent, just like he wanted to leave the players of this work at least one fun element they should remember. All those unnecessarily hard tasks were just perfect for such a level because this tells the players that there are so many other things to enjoy than playing those silly levels. Thanks, Mark, for this insight. The best thing in this level was of course that unmarked jump-through ceiling causing most of us to run around headlessly in this level searching for the revolver. Most likely he wanted to express that pacifism, even if at first sight the only possible way, is not helpful when you are in dangerous situations.
Enemies, Objects & Secrets - B - Mark seems to be very talented, as he was able to place quite a few enemies that looked exactly equal. This time his great talent really can be seen. Also the fact that he didn't place any secrets in this level shows he knows how to not strain players with tasks that only consume time - getting more ammo wouldn't have helped either, so just what I expected from this experienced creator. The only objects in this level were two ladders (a major and incredibly innovative hint for the mentioned jump-through ceiling), parts of full gates that served as one-square doors, a very obscure door that we all remember from the TR 4 Cairo levels to be not being openable via crowbar, but in this level it is actually, and from the wrong side - this is a clear example of Mark to show us that not everything in life is as it seems.
Atmosphere, Sound & Cameras - C - The large, boxy rooms Mark presents us here are nothing but ingeniously crafted, full of great details - the only thing is that the inclined player first has to get used to all those greenery, has to get absorbed by the well formed oversized rooms. The camera work of the builder is also brilliant. By using no single camera hint of what a switch does, he teaches players a lesson to only rely on themselves, not on the mostly useless things presented us on TV. The only camera that he actually uses is the one while performing the bike jump - again a very decent hint only to show us he is able to use cameras, but only those that can't really mislead players as when this camera is shown, players can't do anything wrong or right anymore. Sound usage is rather what we can call normal, and thus this deserves the lowest grade in the report.
Lighting & Textures - A - Mark perhaps showed the best texturing work of any release I have seen before. The ultra-limited texture set that cannot consist of more than ten different textures was showing the minimalism of the builder that wanted to create a fully irrealistic level, in which he absolutely succeeded. Every texture had its appropriate place and Mark is one of the few builders that actually are able to do magical things with the "texture all"-buttons. Mark really asked hisself why to use lighting in a level - this only would make things more realistic and this level would suffer heavily from that. Also, he has the talent to not overly confuse with dramatic lighting so that the breathtaking gameplay experience would be spoiled by it.
All in all, this level tells people to try a level themselves, because it shows everybody can make a better, err... forget the last word... level than this, perhaps masterpieces could only be built because of this work. This might be the milestone achievement in TR history. Now the only thing left me to do is searching for the "Irony Off" - Button..." - manarch2
Gameplay & Puzzles:
Proceeding through many side rooms in order to open a door leading to the central one. That side-stepping design always works good, so the game is not that boring... and the author decided to vary those rooms a bit - once we encounter some sliding/jumping in order to raise a block, and shimmying to a switch opening a door - and in the other room, we avoid some pads triggering a sentry gun. Shame that most of this potential is wasted, because the game apparently wasn't betatested at all, and it's unfinished - the mentioned raising block is triggered with an unmarked tile, and useless - because we can use another, static block next to it in order to grab a crack and perform the shimmying (also mentioned). I opened the walkthru, hit Ctrl+F, saw the word "revolver" and "climb" and made sure it IS there indeed. I spent several more minutes on finding the item. When it finally happened, I realized the hint is ingame. Levelbuilders are really various - for one of them, a floor is an ornament, for another one - it's crucial for progressing. After that, I had to shoot the ball, find NOS, fight several mercenaries to obtain the crowbar and use it to access the motorbike, which I could mount the NOS in. Simple and linear, isn't it? But on the other hand, no element is repeated and it's all flowing smooth.
Enemies, objects and secrets:
The SAS fight was surprising and ir required quite fast action to perform. All other enemies I encountered were also mercenaries of the same kind however all of them placed rather good. And don't forget the sentry gun. From additional objects, there are several single switches and two ladders. One of them is a kind of creative hint. I know I'm giving spoilers here - but I want to say why I think this game is much underrated. Of course there are no other objects - but there is also no useless object here, so I think it's not that bad as it seems to be. As for secrets: I haven't found any. Maybe only a revolver, which - even though crucial - is hidden the way quite hard secrets often share. Crowbar door is missing a proper animation... or an improper door is set as a crowbar one.
Atmosphere, sound and cameras:
The level doesn't resemble a ship, until the moment You get on its deck. Seen from there, it looks like made of LEGO bricks and is one of the ugliest ships I've ever seen in a custom level. All in all, I think it deserves one point for impression I finally had, and which was confirmed while jumping over the river - so it appeared the game is actually about escaping from the ship. EDIT: after playing the game I found out there is a readme with a storyline telling so (I can't recall when I didn't notice a readme before... well, I surely did it in the past, but anyway I can't recall when). The final camera is a bit too short and I had to repeat the jump and fail it in order to take a closer look into the river... and I found out that - just like in case of the ship - this is also the ugliest river I've ever seen. Mostly because of what seems to be a failed opacity, so it looks like a row of separate tanks. No more cameras ingame, but also no need for them, as the difficulty remains on the same level all the time (except the revolver part). Sound well used, but not too much of it.
Lighting and textures:
Boxy, boxy, boxy! No part of the game has adjusted lighting - and it's rather bright in every room, even though I spotted no lamps on the walls nor ceiling. The final deck is also bright and it does not match the night - but at least the sky and the finishing rocks fit the builder's intention. No wonder that final "sightseeing", compared to the whole preceding monotony, gave me some reward. So - again - it's not that bad.
SUMMARY: I'll be more watchful if it comes to walk-through walls and ceilings. I've always had problems with them and I never learnt. Well... gotta improve. I see much unused potential in this level. It already is quite interesting, but it could be much more. Shame the author seems to have quitted building for good - I would like to see more of his workd and - as soon as I have some more time - I will play those remaining three levels he have created before he left.
CONDENSED SUMMARY: Short. Basic. Boxy. Flat. Recommended." - DJ Full