Last map you played

Started by Puritan, 02 December 2011, 08:14:26

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Puritan

Thanks.
I have this txt file too but didn't attach it since it doesn't say anything about the map(s).
Opened the map in Mapster to check if it is a DM/COOP map or if the difficulty settings were implemented.
To the trained eye - There are no coincidences
The more you see - The less it makes sense
To the trained eye - There are no coincidences
If you can not see - You can not truly know

Forge

True that it doesn't describe the map, but sometimes it's nice to have a quick reference to the author's name and map title.

Otherwise someone may end up with a map file named E1L11 they found on the back country of their hard-drive, between the bad sector and the dos version of solitaire, & not know anything about it.

Take it down to the beach with a hammer and pound sand up your ass

Puritan

Quote from: Forge on  26 February 2018, 04:54:36
...

Otherwise someone may end up with a map file named E1L11 they found on the back country of their hard-drive, between the bad sector and the dos version of solitaire, & not know anything about it.


Absolutely  :D
To the trained eye - There are no coincidences
The more you see - The less it makes sense
To the trained eye - There are no coincidences
If you can not see - You can not truly know

Forge

#723
The bomb shelter
Jason gardiner
5 February 1998

An EDF missile base and underground bunker.

Duke starts out in an alien infested part of an underground cave system, moves through a military base, and finally into an underground complex. It a pretty large and intricate map. The above ground section involves hunting down switches and unlocking sections of the base, while the underground portion mostly consists of hunting down key cards. It's well designed and detailed, with many elevation shifts, environments, lighting effects, heavy palette usage, and strong shading. The sector effects and ambient sounds further enhance the immersive atmosphere.
The player starts out with the minimum and has to face down a few aliens, but the firepower and encounters escalate pretty quickly. The combat engagements are maintained throughout, and since there's minimal backtracking, the action is pretty constant.
There are a couple quirks with the level. There's a crack in the missile room that's well above eye-level and easily missed, but there's a lift nearby that should clue the player that they need to be up there for some reason. The second is the last blue lock; it's not very receptive of its key and takes some hopping around and angling to get it to take. Or just use the jetpack to get the proper height. More fun than amateur geology.

Overall I'd give it a 90
Take it down to the beach with a hammer and pound sand up your ass

Forge

#724
GhostHouseDM
Noldor Ranzou and Fernando Marquez
22 January 2015

This is a DM adaptation, requested by the author Fernando, of a map called Ghost House.

It's an abandoned, spooky house inside a cave, suitable for a 1 vs 1 or for a maximum of 4 players.

The music used is one of Monolith's Blood themes remixed by Mark McWane.
Take it down to the beach with a hammer and pound sand up your ass

Puritan

^Uploaded.
Thank you, sire  :)
To the trained eye - There are no coincidences
The more you see - The less it makes sense
To the trained eye - There are no coincidences
If you can not see - You can not truly know

Forge

#726
Duke's in da House.
Jeremy Endres aka Deathtoll
18 July 1999

A city map.

The level consists of two sections. The primary portion is a building containing a restaurant and a large apartment. The second consists of a factory. The detailing and shading are very well done, and there's an abundance of ambient sounds to complete the atmosphere, though some of these finer points are lacking in a few areas. The street sections are pretty empty and under-worked compared to the indoor locations.
The layout and flow are fairly smooth other than a few notable exceptions. The map is also designed for multiplayer and it contains sections that are off the beaten path and mostly pointless to visit in single player. A couple of the throw-the-switch-then-backtrack to figure out what unlocked puzzles are a bit annoying. There is also an eleven-button puzzle at the end of the map with no clue to its solution to be found. This is overkill teeth grinding annoyance.
Weapons, ammo, and healing items are pretty stingy for most of the map and there's a pretty constant flow of enemy engagements, so the going can get pretty tough at times. A few face explosions will keep the player in check if they start thinking they're doing well. There is one huge cache located in a secret. If this is found the rest of the map is pretty smooth sailing as far as combat is concerned, otherwise it'll be a constant treasure hunt looking for rounds. More fun than root canal surgery.

Overall I'd give it a 72
Take it down to the beach with a hammer and pound sand up your ass

Forge

#727
Arena: Rage
John N. Daily
9 May 2000

A DM map. Looks frantic.
Take it down to the beach with a hammer and pound sand up your ass

Forge

#728
Beers of Guilt
Junior
24 March 2009

A level based on a brewery.

The map starts out in a cliff lined valley outside the brewery, moves through the structure, and then finishes up in a small old-west styled ghost town & train station behind the factory. Navigation consists of lifts, swimming around in beer vats, riding conveyor belts, and traversing several staircases, all while trying to get through the bottling sections and the shipping bays.
Aside from several annoying invisible walls, with some that can be clipped through to speed-run the map, the construction is fairly decent and eye pleasing. The texturing and shading are well done and the amount of spritework is enormous. There is detailing, buildings, and architecture constructed entirely of sprites. The strengths of the map are also its weakness. While most of it looks really good, it also makes it difficult to move around in some locations. There is a tendency to get squished by accidentally clipping into or under it, and the enemies will shoot the player through it or clip past it themselves. It kinda sucks to be standing at the top of a staircase shooting at a room full of enemies, just to have one blast you through the floor you're standing on.
Game play consists of hunting down switches and locks, then figuring out what was just opened. More times than not the activator and the lock are not in close proximity of each other. It can be pretty bothersome, but luckily the map isn't that big, so a little perseverance goes a long way. The ending is a bit quirky as the little panel that holds the yellow key doesn't open very easily and takes some angling to get it to operate properly. It's also not entirely obvious what the yellow key unlocks. Typically barred gates open automatically instead needing to be raised manually, and the bars individually.
Most of the aliens are lumped together at key locations and junctions, so combat wanes and waxes. Weapon selection may be limited and ammo a bit scarce, but healing items are in abundance, so it's more likely that the environment will kill you before the aliens do. More fun than a microsoft word mascot.

Overall I'd give it an 80
Take it down to the beach with a hammer and pound sand up your ass

Puritan

^Uploaded.
Thank you very much.
To the trained eye - There are no coincidences
The more you see - The less it makes sense
To the trained eye - There are no coincidences
If you can not see - You can not truly know

Forge

#730
Haunted House
Sanek
14 March 2010

The included bat file didn't work properly with the latest eduke32. To get the map to run properly extract all the files out of the hh.grp file into a clean directory and drop in a copy of duke3d.grp and eduke32.exe.

The theme of the level is as the title suggest; a haunted house using the premise of a jump-scare model. Turn off the lights, turn up the volume, then react to the creepy noises and things flashing by the screen. When the ghosts do make an appearance, they are quite hard to see, so it makes fighting them a bit difficult, but that's how ghost supposedly are.
It works fine, but there are a lot of small, cramped rooms, and long redundant corridors. There's also not a lot of variety or deviation in the architecture, and everything is pretty much the same shade of color as well as the same shade of darkness. When you finally reach the point where everything goes black and a bunch of sound effects trigger; don't move. The actor is on a conveyor and going through a scripted sequence. If you spin around or move you can get stuck, or end up walking in the wrong direction. Ultimately there just aren't that many scary events, and the placement of them could have been a little better. Such as in the middle of one of those long empty corridors, instead of at a dead end or intersection. More fun than second-hand shoes.

Overall I'd give it an 79
Take it down to the beach with a hammer and pound sand up your ass

Puritan

Thank you, sire.
Just discovered that the screenshot link is pointing in the wrong direction  :P
Gonna fix it when I'm back at home sometime tonight (cet)
To the trained eye - There are no coincidences
The more you see - The less it makes sense
To the trained eye - There are no coincidences
If you can not see - You can not truly know

Forge

#732
nrv-house
Noldor Ranzou and Vandclash (Aleixter)
1 February 2014

This map is a recreation of our house. It's nearly identical except the dimensions are bit larger for gameplay reasons. It's excellent for practising in tight spaces. Ideal for a duel or for about 4 players, more than that would be an utter massacre.
Take it down to the beach with a hammer and pound sand up your ass

Forge

#733
Penthouse
Merrick Moss (Phiber 0ptik)
21 August 1996

An urban styled map consisting of a high-rise apartment, a public swimming pool, and a night club.

Primarily a dukematch map it does have aliens and an exit button. The single player aspect is on the short side, and the exit button is hid behind a nondescript wall in the nightclub. On the positive side the atmosphere and detailing are decent, and it makes use of ambient sounds and heavy doses of palette applications. If you find the secret stash you'll have an over-loaded arsenal and large amounts of health. If not, then it's more balanced; even with all the face-burning explosions. More fun than lemon juice in your eye.

Overall I'd give it a 72
Take it down to the beach with a hammer and pound sand up your ass

Forge

#734
Demolition Duke
One Man Army
18 February 2018

An EDF base themed map.

The level starts out in a desert canyon alcove with what appears to be the entrance to an abandoned mine. Blasting away some rock, Duke enters an extensive underground cavern system with a toxic river running through it. The player spelunks their way to the far end of the cave system and retrieves a pipebomb which is needed to blast through more rock wall. Duke drops even deeper underground away from air and davit shafts, so there is no longer a light source. Using NVGs the player must now traverse around a bottomless chasm by jumping along rock outcrops and narrow ledges. From there Duke follows a claustrophobic stone shaft until he drops into a section of EDF base from which he is able to exit back onto the surface in the middle of a toxic swamp. Wade through ooze to collect a jetpak, another pipebomb, and seek out three switches that will open a second portion of the base.
For the most part, combat is pretty constant and in the players face the entire time, even during the back tracking sequence. There are a few areas of respite, just don't take them for granted.
Right away Duke is given the pistol, a large supply of ammo, and max health, for which he is expected to survive off of it until the player reaches the above-ground swamp. There are some hidden stashes with additional weapons and ammo that make it quite a bit easier, but it's do-able without finding much more than the pistol ammo collection points.
The only hiccups in the flow of the level are noticing that there are seenines behind small holes in walls that need to be shot, and noticing a window above eye level that needs to be jetpacked to. Otherwise it's a pretty straight forward path from start to finish. More fun than a chemical burn.

Overall I'd give it an 87
Take it down to the beach with a hammer and pound sand up your ass