It's a strange paradox, as the further I get the levels get simultanously better and worse at the same time. Breaking Crix Madine out of prison in mission 6 is a good example. The level just "feels" right, like something out of Star Wars, bringing to mind the escape from the Death Star in the first movie, but then again I got hopelessly stuck and had to use a walkthrough, which kind of defeats the point. Maybe I'm just dense, but how was I supposed to know, that having all the codes to the red area, the red key, and stading in front of the door to the red floor, I'm supposed to instead backtrack half the level and go through maintenence tunnels from a entirely different part of the base? 
  I think the lack of saving really comes to light here- if I could save I might just quit for a while, and return to it later, try to figure it out for myself. But as I can't save, I use the walkthrough to finish the damn level already.  
ScotchMonkey: The levels of Dark Forces reminded me why i hated 90's FPS level design. When it was 
THE LAW that every shooter have a sewer level, factory level, grey corridor maze level, another sewer level etc. 
  Oh god, don't tell me there is another sewer level. One sewer level was terrible enough. If there really is another, I give up already. The rebels can go hire Dash Rendar or someone, I say fuck it.