Like so many other well-functioning
DM levels, JailDM uses the gameplay friendly symmetrical system where -if
the level where divided into four parts- all corners of the level are alike
when it comes to design. Confusing when it comes to remembering which corner
the plasma-rifle is placed in, though.....
The level consists of a big outdoor
area nicely placed in the center surrounded by one big hallway with some
good lights effects and details and just the right size. Attached to this
hallway are the holding-cells, and a lot of them too, with all the weapons
etc. placed in them. The only annoying thing is the doors: They are in the
way, and you often get shot in the back waiting for one to open. The good
thing is that there are two of them for each room so getting out is a bit
easier. A good DM level doesn't have these more or less irritating doors;
they only function as irritating elements and unnecessary obstacles. They
work better when walk-triggered.
I didn't spot any mis-aligned
textures or likewise some that needed to be un-pegged, so there is a nice
professional feel to this level. This is also thanks to thorough work
"Sgt. Crispy" did with matching shading/lighting nicely with the
choice of textures.
Apart from that, the general look
is really spooky and cold, and invites the players -max 4- for a good and
medium DM experience. The environment is tough and rough just like