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Classic Duke 3D / Re: Last map you played
« on: October 20, 2018, 02:11:28 AM »
Cort Stowe
31 May 1996

E1M5 From Doom 1 converted for Duke3d.

Despite what the template says in reference to E1M1, the map is actually E1M5. The discrepancy will remain a mystery, unless you know the person and ask. Anyway, this does look like a typical Doom map; dull, no shading, no trimwork or detailing, and wholesale texturing in bulk.
The layout and gameplay are decent enough. One of the few Doom remakes that isn't swamped with weapons and healing items. It's still a shoot-em-up, but you can manage to get yourself dead if you don't watch your health. There are a couple side areas with some extra weapons to boost your arsenal if you aren't satisfied with the jib count. More fun than tetanus.

Overall I'd give it a 69

Classic Duke 3D / Re: Last map you played
« on: October 18, 2018, 04:10:32 PM »
Jonah Bishop
19 April 1997

A version of E4M6 of DOOM.

Pretty much an ooze flooded fortress with a rather haphazard layout. The atmosphere is well done, with some nice texture combinations and strong shading. The architecture is pretty solid, it's decently detailed, and there are a few sound effects to add to the ambience. It's a very immersive level, just a very difficult one to figure out and live through.
It's pretty much an open floor, except for the three barred-off platforms that require keys. Add in some masked walls, invisible switches, being able to jump around and platform to advanced locations, and several hidden doorways; it all adds up to wandering around with no sense of progression.
Now dump in some mini-battlelords and a ton of pigcops with very little firepower and limited ammunition. It can get pretty hectic. There's one RPG that can be acquired, but you have to find the right hidden passage, and sneak in behind a mini-battlelord in order to grab it. Otherwise you'll end up trying to lure several battlelord sentries into the main ooze pit with the hope of avoiding them, and if they all don't fully cooperate, it can make the map near impossible to finish. Also fighting off the droves of pigcops and a dozen or so fat commanders with a shotgun and limited ammo is another tedious and almost pointless exercise. The map is tough, but do-able. Save a lot. More fun than kissing a porcupine.

Overall I'd give it an 82

Classic Duke 3D / Re: Last map you played
« on: October 16, 2018, 03:56:26 PM »
Noldor Ranzou
1 July 2013

Urban styled map suited best for an 4-8 players Dukematch. It consists basically of an hotel with a bar, some rooms and a billiard room on the second floor. Some of the other buildings can be accessed too. Enjoy

Classic Duke 3D / Re: Last map you played
« on: October 15, 2018, 05:26:14 PM »
Michael Hoffman
2 June 1996

Modified doom 1 episode 2 map 7.

Typical of a Doom map, it has next to no detailing, simple architecture, and no ambient lights or sounds. The atmosphere is dependent upon shading, texturing, occasional effects, and the varying elevations from climbing or descending the numerous staircases and lifts. It's sufficient, but not that immersive.
Game play is mostly about shooting the masses of aliens while a few of keys are incidentally collected. The floor-plan is linear at first, with a convenient teleport pad back to the blue lock if you can find it. The second portion is just one big loop with several side rooms. Lots of baddies and loads of ammunition. Healing items are fairly abundant as well, so run-and-gun as you desire. More fun than makin' bacon.

Overall I'd give it a 74

Media Forum / Re: Oostrum's band Calculated
« on: October 14, 2018, 04:28:55 PM »
I grok now.
I was inspired by the Red series of Duke3d maps (and also the mapper), but that doesn't mean I intended to copy-paste the person's work.

Classic Duke 3D / Re: Last map you played
« on: October 13, 2018, 04:39:13 PM »
Ghost Town Xmas

Requires the Nuclear Winter Addon

A snow covered old west styled town. The main street, a cave system, a saloon, and a gun shop make up the majority of the map. It's well detailed and has a nice atmosphere, if you have time to look past all the aliens that are trying to kill you.
The premise is to exterminate a bunch of baddies while searching the town for a key. Find the key, and kill a bunch more baddies until you find the next key. Acquiring the last key is a bit confusing, as it spawns back in town somewhere. Even if you follow the freshly minted horde of snowpigs, it's still not obvious where the last key was put. Otherwise the map flows pretty smooth, and there is a decent amount of ammo and health evenly distributed around the level. More fun than snow-blindness.

Overall I'd give it an 83

Classic Duke 3D / Re: Last map you played
« on: October 10, 2018, 02:34:14 PM »
John M. Turner
11 April 1998

Its time to Duke it out in a maze of caverns hidden under the towering Rocky Mountains.  Attempt to underground rivers, and underground lakes.  Only the best will be able to survive.

Media Forum / Re: Oostrum's band Calculated
« on: October 10, 2018, 12:48:21 AM »
Someone actually made the connection to "Come together" before, must be the vocal melody which has a similar feel.
(unintentionally though).
that, and also the tone of the bass

Here's a song from De Staat to compare. The similarities are within the music and the groove, not the vocals:
maybe in the rhythm and somewhat in the tempo.
but the key and tone are different.

at least to me, but I'm not a musician.

Classic Duke 3D / Re: Last map you played
« on: October 09, 2018, 04:56:57 PM »
12 November 2009

War3d is one of those maps one group can play until morning, some places where to escape and avoid hits, damned fast map, nice movements possible for a long time fun, a classic.

Media Forum / Re: Oostrum's band Calculated
« on: October 08, 2018, 11:39:17 PM »
Although this track was mostly inspired by more recent bands like Queens of the Stoneage and De Staat (Dutch band)
Listen to the song you posted,

then listen to aerosmith's version of 'come together'.

the lead & keyboard sound deep-purple
the bass and vocals sound aerosmith

Classic Duke 3D / Re: [Rerelease] Block Mind (some problems fixed)
« on: October 08, 2018, 04:26:39 PM »
A dream-like map that spans multiple environments.
The premise is to transport yourself out of a hub area to different locations, solve the puzzles, return to the hub, and open up a forcefield. There's no real set theme, and most areas only vaguely resemble familiar environments; one area looks a little like it might be a wing in a hospital, another sections looks like some kind of mud and ooze flooded industrial plant. There's what looks like an empty warehouse basement, and there's also a rather nondescript maze with walls of assorted textures. Generally everything is gloomy and done in shades of browns and greens. Even though most areas are pretty boxy, and the author has a thing for ventilation grating and fans, it's decently detailed out.
Game play is mostly about finding switches, then trying to figure out what unlocked. After that the player is rewarded with the key they need to open the final force-barrier, just to have to use it to escape from the dream-location they're currently trapped in. Repeat this several times until the section relents and lets the player collect the final key and return to the hub. Combat is balanced, but tedious. There are a lot of healing items, a few heavy weapons, and limited ammo for the heavy weapons. It mostly depends on which gate is entered first, but a good portion of time is spent putting hundreds of pistol rounds into aliens. More fun that organizing m&m's by color.

Overall I'd give it an 85

Other Games / Re: Random Doom Discussion Thread
« on: October 07, 2018, 05:39:25 PM »
is that the one that triggered all the sjw's over some comment about demons being, 'soul challenged', or something like that, & they made invisible connections to say it was referring to illegal immigrants?

If sjw's hate it, I hope it sells a billion copies.

Media Forum / Re: Oostrum's band Calculated
« on: October 07, 2018, 05:25:14 PM »
Woah, I was just browsing old Calculated stuff because I'm in a nostalgic mood and now I see this haha. :)

The band Calculated no longer exists, unfortunately. Our drummer moved to Denmark, and we couldn't find a suitable replacement for him.

However! We're still doing gigs with a new band called Tea Rex. The music is still very much Oostrum-style, but it's a bit lighter and more upbeat compared to Calculated. In fact, we just recorded an EP, which will be released on November the 16th. I'll post the link once it's available online.

Here's a recent live performance:

You can browse the channel for more videos, there's even a Pink Floyd cover in there. :)
still sounds like something between old aerosmith and deep purple.

those two girls on the left are ugly.

Classic Duke 3D / Re: [RELEASE] Block Mind
« on: October 04, 2018, 08:49:21 PM »
I'm stuck.
In the red key-card section and I can't figure out how to get to the last switch. I'm unable to beat the conveyor speed using steroids.

edit: which turns out to be an issue with the version of eduke being used. Newer snapshots won't work.

Classic Duke 3D / Re: Last map you played
« on: October 02, 2018, 04:22:41 PM »
Igor Willems (Iggy)
16 May 2005

A city styled map.

The level is broken into three main sections: a park, a war-torn city block, and a temple. The majority of it is well constructed, detailed, and shaded, so the visual atmosphere is pretty decent. There are a few barren rooms and corridors, and not very many sounds, but it is quite a lage map, so a few things can be overlooked.
The park section does have a bit of a flow issue as the player can find themselves well into the map before dead-ending and having to back-track if they choose the wrong path. The wrong path being the one where the player jumps from the bridge railing to the top of a waterfall. Probably unintentional as they're supposed to find the jetpack first and then fly up.
Next is the destroyed street section which is a bit less linear than the other locations. The player is supposed to search the library, hotel, and rooftops in order to find the red key. There are two red locks; one is the correct path, one leads to a fight which wastes health and ammo. A lot of side areas and places that don't need to be visited are along this strip.
The third and final part is a gothic styled temple. Pretty much a long wide corridor that finally ends at the sanctuary structure. There is a rather unobtrusive side passage with supplies to be found, if it isn't accidentally passed by.
The map is action packed from start to finish. The constant in-your-face fights are accompanied by lots and lots and lots of respawns. Everything and everywhere causes respawns. More fun than powder-burn.

Overall I'd give it an 86

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