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 on: June 21, 2018, 03:11:39 PM 
Started by Puritan - Last post by Forge
Dennis' level (Multiplayer)
Dennis Kupper
5 June 1998

special DM version of (city3m originally was a SG level with DM-starting positions)

 on: June 21, 2018, 12:40:18 PM 
Started by Puritan - Last post by Puritan
^ Quite good map really, except from the boss ; he got trapped in a corner not able to "defend" himself  :D

 on: June 20, 2018, 03:42:39 PM 
Started by Puritan - Last post by Forge
Dennis' level
Dennis Kupper
4 May 1998

A city block themed map.

A short and mostly open urban map located in the seedier part of town with the knocking shop, a bar, and a bit of a factory floor. There is also a short street section, and a few optional areas, like a couple of apartments and a sewer. Generally the atmosphere is passable. It has good shading and texturing, but the detailing and ambient sounds can be sporadic and spread a bit thin in some locations.
Nothing too complicated about the level; find a couple keys and kill the boss. Some of the optional areas reward the player, some don't. Just mind Duke's health and ammunition, there are a lot of weapons and supplies, but there are a lot of aliens that snipe and spawn. Nothing unfair, but it does take its toll after awhile and questions the wisdom of rushing headlong into unknown locations when you're not ready for a good fight. More fun than picking scabs.

Overall I'd give it an 81.

 on: June 18, 2018, 02:52:06 PM 
Started by Puritan - Last post by Forge
22 February 2014

This is a port of a classic Shadow Warrior user map, called Bridges by Taz_maniac. 'Complex network of bridges in a forest. It takes a little exploring to get used to but quite fun and challenging. Based on the famous mojodojo series.'

 on: June 15, 2018, 08:43:57 PM 
Started by Puritan - Last post by Puritan
^Nice find, man  :)
Spent some 40 minutes with this one.
A challenging map it is. Especially when it picks up towards the end.

 on: June 15, 2018, 03:03:29 PM 
Started by Puritan - Last post by Forge
Jean-Marc Gruninger
22 August 1996

An island city.

Duke finds himself shipwrecked on an isolated portion of a city and must discover the source of all the aliens. The island and collection of skyscrapers takes up a couple blocks of real-estate and is lain out in one large loop. Along with the beach, alleys, and main street, the level consists primarily of three main buildings; an office high-rise, another that's under construction, and the third that's being renovated by the aliens into an ant-nest entrance covering an extensive underground lair.
The atmosphere is done fairly well and can draw the player in. Some locations are a bit sparse with detailing, and the outdoor areas suffer from lack of shading, but the texturing and architecture are done nicely and there are some applications of lighting and sound effects. The most immersive area of the map is the hive section which seems to have been the authors primary focus for the single player specific portion of the map. This area has the highest concentration of effects, texturing combinations, palette usage, and sector work.
Game play is mostly about wandering around collecting weapons and supplies, then shooting everything. A few keycards and some wall cracks were added in to provide direction and progress achievements, followed up by more healthy doses of alien murder thickly applied to cover up those distractions. More fun than smoking a cigar at a gas pump.

Overall I'd give it an 87

 on: June 14, 2018, 04:37:34 PM 
Started by Puritan - Last post by Forge
The Alien City
Mark Weagel
10 April 1999

A city styled map.

A pretty nice medium sized piece of a town consisting of a couple alleyways, a bar, and a storage warehouse. The shading, texturing, and detailing are done in a nice traditional 3DR style. Ambience is capped off with ample lighting and sound effects. The only design issue is that a few rooms and corridors can be pretty cramped and hard to get around in, which is only troublesome when engaging with enemies.
Game play involves finding key cards, shooting the hordes of aliens, and wall cracks. Lots and lots of wall cracks. Just about every fourth wall has a crack in it. Some create shortcuts, others lead to stashes, some are just there for the hell of it. The flow of the map is quite smooth up until the red key-locked room. For some reason the author decided to put a required switch in a secret room in order to access the yellow key. The view screen in that red-locked room doesn't provide much of a clue, other than the secret room is probably hidden somewhere in the crate-filled alley near the red-locked door. This ruins progress in an otherwise nicely done level. More fun than breaking your mother's back.

Overall I'd give it an 84

 on: June 13, 2018, 05:32:00 PM 
Started by Puritan - Last post by Puritan
^ Excellent, sire  :)

 on: June 12, 2018, 04:31:11 PM 
Started by Puritan - Last post by Forge
2 February 2003

An underground military styled bunker. It's pretty large, so the more Dukematch players, the better.

 on: June 11, 2018, 12:57:12 PM 
Started by Puritan - Last post by Forge
Jason Lee
17 February 1997

A skyscraper rooftop Dukematch. Space and mobility might be an issue with more than 4 players. There's room, but the layout might be prohibitive.

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