CGS - Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

Pages: [1] 2 3 ... 10
 1 
 on: July 19, 2018, 06:05:43 AM 
Started by Puritan - Last post by Forge
Anybody recognize this map?

I have no template & couldn't find a watermark. Looked around on the web a bit and didn't find this.
So either it is some random, unknown, or this isn't the proper name for the map.

 2 
 on: July 12, 2018, 03:27:20 PM 
Started by Puritan - Last post by Forge
Sounds like fun.
Hope you have a good time.
Stay hydrated.

 3 
 on: July 12, 2018, 02:33:56 PM 
Started by Puritan - Last post by Puritan
...and the heat wave continues.

Tomorrow I'm off for a summer vacation (hope the alien bastards won't screw it up...).
One week hike in the mountains with no internet and no cellphone services.
Can't wait  :)

Then a week in Denmark with spa, baths, dining and beers  8)

 4 
 on: July 11, 2018, 03:39:57 PM 
Started by Puritan - Last post by Forge
Castle9
UFO & DRT
11 May 1998

A sky castle with a Doom-esque atmosphere. Would be good for 2 to 4 players.

 5 
 on: July 10, 2018, 04:36:48 PM 
Started by Puritan - Last post by Forge
Castle of Fear
Robert Carter
25 September 1996

A medieval, island castle styled map

This is primarily a Dukematch map, but can be played as single player since it has enemies, and a boss that can be killed to end the level.
Aesthetically it has well constructed architecture, but shading can be over-dark in some spots. The nearly black areas are good at providing hiding spaces to ambush your opponent in DM, but hinder navigation and exploration for the single player. Detailing and trimwork, or offsetting textures, are also pretty absent, so generally the level is pretty flat and lacking in much atmosphere.
The layout is fairly open to accommodate the primary Dukematch aspect of the game. There are a couple of keys, but the locks can be bypassed to access the more remote sections. The keys are there to simply make it easier to get around. As per multi-player, the map is loaded with health, weapons and ammo. The aliens don't stand a chance, but being sloppy or careless can be costly. More fun than a pinecone hidden in a ball pit.

I'd give it a 75 from the single-player aspect

 6 
 on: July 06, 2018, 03:36:07 PM 
Started by Puritan - Last post by Forge
Dark Seed
Sanek
12 May 2018

An EDF lunar station styled map.

This is a short, story driven level. The player is expected to read logs and transmissions on view-screens, follow the clues and instructions embedded within the text, then solve the mysterious disappearance of the station's crew along with the true source of their odd discovery.
The maps starts out pretty quiet on a transit ship and then the story takes a turn for the worse just as the shuttle reaches the station. Everything is quiet. Too quiet. There are signs of recent human activity, but there's nobody around.
Read the consoles, follow the instructions, find the keys, buttons, and weapons. Other than locating a couple obscure buttons and seeking out which door unlocks when said button is activated, there's not a lot of deviation from the flow of the map. Expect to do some back-and forth across the facility, but since it's only so big, the short distances and other factors usually keep the redundancy effect to a minimum.
The station starts out clean and orderly, but devolves into a mess from what appears to have been a violent fray. Well lit areas lead into dull shadowy locations as the condition deteriorates. Some more ambient sounds could have really assisted with the visuals and transitions from one location to the next as far as the immersion factor is concerned, but with its nice lighting and detailing, it's quite satisfactory as it stands. More fun than dead batteries.

Overall I'd give it a 87

 7 
 on: July 04, 2018, 04:19:09 PM 
Started by Puritan - Last post by Forge
TITTYCITY
Artem Nevinchanny (CK games)
20 August 2012

A city styled map.

The level leans heavily on the influence of maps like Red Light District and Hollywood Holocaust in their texturing, detailing, and strong shading techniques. Game play style is also quite similar, as in key card hunts in urban environs that switch back and forth between open outdoor street sections, and semi-linear indoor locations that have multiple entries and exits.
It's a pretty straight forward progression with a few added quirks; such as the lounge and office where Duke is shrunk and has to platform off of furniture. The map is well balanced between aliens and the incremental weaponry collection. There's a good amount of healing items and quite a few stashes of equipment that really doesn't throw the level out of balance. More fun than looking under your couch for treasure.

Overall I'd give it a 91

 8 
 on: July 03, 2018, 03:11:55 PM 
Started by Puritan - Last post by Forge
Urban Takeover
James Duncan
27 January 1998

A city styled map.

The level appears to have a heavy influence from some of the original commercial maps. The movie theater from Hollywood Holocaust, the book store and apartments from Red Light District, and the garage and business office from Bank Roll. The detailing, architecture, texturing, and shading are all on par with those maps as well. To complete the immersive atmosphere there are also heavy doses of lighting effects, sound effects, and sector effects.
Game-play is a key and lock hunt. The map is very large, so it's a lot of wandering and exploring to find things. If you have a hard time finding the red key, try to remember where Duke started out and the surroundings in that location. The rest of the progression pieces are pretty much simply stumbled across.
The map is packed with enemies, so the action is nearly non-stop. Even after clearing the streets, they get repopulated with aliens after entering primary locations within the buildings. Good thing the arsenal is stacked, the ammo is stocked, and health plentiful. More fun than ham and cheese.

Overall I'd give it an 87

 9 
 on: July 02, 2018, 03:59:27 PM 
Started by Puritan - Last post by Forge
OUR CITY, THE FIRST CHAPTER
Richard Racicot and Eric Lancheres
15 October 1996

A city styled map.

A pretty large and detailed map; the only things really lacking are more consistent shading and ambient sounds, otherwise the atmosphere is fairly good. The texturing and architecture are well done from the city streets and alleys all the way to the subway line and into the restaurant and night club. Areas transition fairly well from one section to the next, so it feels like the player is actually moving through a town.
Game play is a key card and switch hunt. I'm not a big fan of having to kill fems to spawn keys, so there's that. The yellow key is hidden in some ventilation ducts. Either the player has to find the passage behind a masked wall hidden the street tunnel near the yellow lock, or figure out how to jump though the gap in a rotating vent tube. The trick is supposed to let the player step into the vent, hit the switch, and the duct rotates around and connects with another tube. The effect was broke with the version of eduke32 I used and it doesn't rotate when the player is standing in it. Just hit the switch, wait for it to rotate, then go jump through the gap between the vent and wall opening. Beware of the shock-damaging floor though. The red key is hidden behind a secret panel. A view-screen in a foyer down the hall from the nightclub and toy store will clue Duke to it's location. The freaking red lock is also hidden behind a faux pas stained glass masked wall nearby. Aside from all the hidden things needed to progress, the map is pretty action filled and has quite a large amount of combat. Some spawns and things the player stumbles into are kinda asinine and annoying, but the most of it is pretty straight forward and fair. Since there's tons of ammo and a lot of health, there's not too much Duke can't handle. More fun than corn.

Overall I'd give it an 80


 10 
 on: July 01, 2018, 03:01:22 PM 
Started by Puritan - Last post by Forge
Been playing a little bit, but the pace has seasonally slowed down, so I'm in a bit of a lull.
The stuff I have been sifting through isn't anything worth uploading. Lots of those huge open world maps with big empty rooms, random texturing, and no real direction or purpose. Just wander around until the exit is found.
I have a small backlog of opinions to post, but I'm almost out of those. I have four left. The lack of play & the lack of finding anything good is why there's been nothing but "city" maps lately.

My schedule over the next few weeks is only going to get more full with family coming in from out of state and the need to get yard and house maintenance done while the weather is favorable.

Pages: [1] 2 3 ... 10

Page created in 0.034 seconds with 11 queries.