CGS - Forums

Duke Nukem Boards => Classic Duke 3D => Topic started by: Forge on December 08, 2011, 04:29:29 PM

Title: Reviews and Submissions
Post by: Forge on December 08, 2011, 04:29:29 PM
Welcome to Come Get Some.

This site is recently opened and getting off the ground. While our grand administrator, Puritan, works hard on getting a data base put together and adding content to the site, we welcome our members to submit reviews for excellent maps and mods that they feel deserve some attention, recognition, and would like to see hosted.

Puritan's intent is to host as many excellent releases as possible.

Feel free to submit a review for your favorite maps and mods here in this topic. All that is required is a write up describing the map/mod, six(preferably) or more screen shots, and a link to the file. If you want to submit a review, but would rather not post up in this thread, e-mail your submission to Puritan at    Administrator@scent-88.com or myself at forge@scent-88.com  Even if doing reviews is not your thing, providing solid suggestions and recommendations will contribute to future content.

***


Important!



A submitted map and/or review uploaded here will not be changed whatsoever.
Be absolutely sure that the map/review is done before releasing it.


Puritan
Title: Re: Reviews and Submissions
Post by: MSandt on January 13, 2012, 05:18:05 AM
Thanks for Earth Base review, btw!
Title: Re: Reviews and Submissions
Post by: EmericaSkater on January 13, 2012, 06:06:32 PM
Here's a review for Duke 12:12. Sorry it took so long. I actually wrote one a week ago, but I was basing it off the half-run I did of it back a few months ago, and I just didn't feel it was up to the same standard as the other two I wrote, so I replayed the map, beat it, and cranked this out this morning.

Quote
AT A GLANCE:

 Duke 12:12 is the sequel to Forge's predating map Duke 6:8. I haven't gotten the chance to play the latter, but I'm finding myself wanting to check it out now that I've given this thoroughly badass map a complete run through. Give it a shot and you probably will, too.

THE GOOD:

 This is one of those maps that, in strict terms of progression, plays relatively linear, but feels nonlinear thanks to the general layout, the huge, open spaces and the creative use of background scenery. For the most part, progression itself is a pretty straight-forward keycard hunt (controlled for the first set, whereas the second set's scattered throughout map's main "mall" hub).
 Spritework was the main emphasis for this map and it's done extraordinarily well. Sprites constitute entire floor plans of some buildings and you honestly wouldn't know that just by looking at them; it's all done near-flawlessly. This doesn't, however, mean Forge limited the spritework to level architecture, as it's also put to clever use for simple decoration. The inside of a mechanic's shop in the beginning of the map is a good example of this, where just a few sprites are used to make suspended winches and other neat things, showing an imagination few other mappers (myself included) manage to achieve.
 Gameplay is solid too, with there being a decent (thin at first, but stronger later) ammo/enemy ratio, and plenty of health. The open spaces that comprise much of the map make for some fun firefights, and it all culminates in a brilliantly designed boss-fight with a Cycloid Emperor in a bombed-out chunk of urban environment.

THE BAD:

 Duke 12:12 ought to tickle everyone's fancy. There's very little you could logically complain about in terms of gameplay, but there are a few things worth noting. The spritework (decorative, at least) tends to be a bit of an obstruction in the areas outside of the mall, both for the player and the badguys. Ordinarily this would be fine, but there are a ton of hitscan enemies here, and they can wear you down pretty fast while getting conveniently hung up behind phonebooths, parkbenches, etc. One memorable instance was a fat commander that drifted up behind me while I was trying to untangle myself from some palm-trees, fired a rocket and wound up blowing us both to pieces (while creating a nice bonfire out of the trees).
 Apart from this, there are a few masked walls that should've been given an extra hitscan flag. One of these areas is in the map's strip-club. After catching the attention of a few octabrains, I ran into an adjacent office, thinking I could get some cover there, and a window in the office wall would help me figure out a safe way to exit and attack them. Imagine my surprise when the octabrains floated up to the window and passed right through it. Live and learn, I guess.

THE UGLY:

 Forge said that this map wasn't technically complete, which seems crazy when you think of the overall design, the well-executed placement of enemies, and the fact that beating the map took almost everyone that played it at least half an hour. Nevertheless, after completing the map's last keycard hunt and entering an EDF base, you'll see scant traces of what he's talking about. Design takes a bit of a backseat here, with bland, squarish rooms, weak lighting and not much attention to trimwork, but it all picks right back up when you reach the final area of the map. It's recommended that this map be played in 32 bit. Software causes some clipping issues with the spritework (on my end, anyway).

SCORE: 95

Title: Re: Reviews and Submissions
Post by: Puritan on January 13, 2012, 06:24:50 PM
Thank you, EmericaSkater  ;)


A review of my likings.
Uploaded.
Title: Re: Reviews and Submissions
Post by: Micky C on February 12, 2012, 02:24:36 AM
Can someone review this: It's all the maps for the 1.5 hour mapping project. 10 short maps in total, averaging about 3 minutes of gameplay. Two or three lines per map would be nice. Drop the folder in your eduke32 directory and follow the instructions in the "ACTUALLY READ ME" for best install.

Here's the file: http://www.sendspace.com/file/wkx021
Title: Re: Reviews and Submissions
Post by: Puritan on February 12, 2012, 10:21:05 AM
It's now uploaded with a pending review  ;)

Title: Re: Reviews and Submissions
Post by: Forge on February 19, 2012, 06:52:29 PM
1.5 hour mapping project

A collection of ten small maps made by various authors under the restrictions of two rules: make it in one and a half hour or less, and use the basic Duke 1.4 textures.

The collection consists of multiple themes and features different types of game play. Locations may range from city street, military base, canyon, space station, mines and caves, rooftops and other urban locations. Game play can be straight forward combat, boss fight, or puzzle solving.

Map quality also depends on the author and what areas they chose to focus on. Some maps have strong architecture and are very well textured, others have prominent trimwork and a bit of detailing, some are fairly basic looking, but have a stronger emphasis on game play, while others have a little bit of everything.

Due to time constraints during the build, these maps are incredibly short and most can be finished in a few minutes. They were made as a personal challenge to their capabilities to be able to make a decent, playable map under a very crippling restriction. Design for several does suffer, but they are mostly pretty fun little levels well worth the time to run through them all.

Texturing/Lighting-Shading: 7/10
Sprite Work/Detailing: 7/10
Ambiance: 7/10
Architecture: 16/20
Layout: 16/20
Gameplay/Design: 27/30 (+5)
Overall: 85/100
Title: Re: Reviews and Submissions
Post by: Puritan on February 19, 2012, 08:08:45 PM
Great!
Review uploaded and also with a new feature; A download counter  8)
Title: Re: Reviews and Submissions
Post by: Micky C on February 20, 2012, 05:37:49 AM
Thanks Forge  :)
Title: Re: Reviews and Submissions
Post by: Forge on February 20, 2012, 11:04:57 AM
my pleasure.

I understand you may have wanted a little said about each individual map, but due to quality variations, I felt it would do the project more justice to cover it as an entire package
Title: Re: Reviews and Submissions
Post by: Micky C on February 20, 2012, 12:19:56 PM
Mikko's review had a tid bit on each map, I guess that's another benefit of having two independant reviewers who know their stuff. I liked the way you described the variety and how different authors focused on different aspects though, which is an important thing for the player to understand, especially if they're not mappers.

I submitted a news article on the CBP linking to both your reviews, since there hasn't been any news at Duke4.net for a while.
Title: Re: Reviews and Submissions
Post by: Forge on March 11, 2012, 12:59:30 AM
We've broken the 200 mark for maps in the data base.

Approximately 358 (+any new releases) to go
Title: Re: Reviews and Submissions
Post by: Micky C on March 11, 2012, 02:06:40 AM
That's a fairly specific number. What maps are you putting into the database? All the maps from the Repository, or perhaps all the maps from the repository above a certain score?
Title: Re: Reviews and Submissions
Post by: Forge on March 11, 2012, 02:24:39 AM
That's how many maps I have left in my temp & cue directories. I do believe 99% are from DN-R. The rest would be items that weren't hosted there for one reason or another (too big or never uploaded - mostly small TC's and episodes)


Title: Re: Reviews and Submissions
Post by: methy on March 11, 2012, 07:53:09 PM
Back Alley http://msdn.duke4.net/hotballey.php was never put on DN-R no matter how many times I asked

I might do a review of it if you're okay with that
Title: Re: Reviews and Submissions
Post by: Puritan on March 11, 2012, 07:57:45 PM
Please, go ahead  ;)
Title: Re: Reviews and Submissions
Post by: Forge on March 11, 2012, 08:11:38 PM
Back Alley http://msdn.duke4.net/hotballey.php was never put on DN-R no matter how many times I asked

I might do a review of it if you're okay with that

If you don't I can do it after I'm done with BNW. I do take requests.
Title: Re: Reviews and Submissions
Post by: methy on March 11, 2012, 11:14:27 PM
Sure go ahead, I already know my opinion on this map so I'd like to see someone else's

plus I have this short simple map in such high regard i might overrate it with your site's standards
Title: Re: Reviews and Submissions
Post by: Micky C on March 12, 2012, 01:14:05 AM
Would you be willing to review my second map Libraryl?  ???
It's not a polymer map even though it has polymer lights, but it is designed for the HRP.
Title: Re: Reviews and Submissions
Post by: Forge on March 12, 2012, 02:03:03 AM
Sure go ahead, I already know my opinion on this map so I'd like to see someone else's

plus I have this short simple map in such high regard i might overrate it with your site's standards

I've played it enough times I can score it now

Texturing/Lighting-Shading: 10/10
Sprite Work/Detailing: 10/10
Ambiance: 10/10
Architecture: 19/20
Layout: 20/20
Gameplay/Design: 28/30
Overall: 97/100

But I'd like to play it again to get a better write-up and verify my initial rating

edit:done

Would you be willing to review my second map Libraryl?  ???
It's not a polymer map even though it has polymer lights, but it is designed for the HRP.


I can do this one as well.

edit: done, though exactly the most glamorous of reviews  :P
Title: Re: Reviews and Submissions
Post by: methy on March 12, 2012, 08:16:10 PM
97 holy shit! Glad to see I'm finally not the only one to like this map so much, I was starting to feel weird
Title: Re: Reviews and Submissions
Post by: Trooper Dan on March 13, 2012, 01:48:16 AM
97 holy shit! Glad to see I'm finally not the only one to like this map so much, I was starting to feel weird

I like the map too, but 97 seems high for a map that short.  I mean what if someone makes a map with rooms of the same quality but it is twice as big?  Do you give it the same score?  Seems to me that length should count for something.  Having said that, yes it is a good map and I actually don't know what score I would give it.
Title: Re: Reviews and Submissions
Post by: Forge on March 13, 2012, 03:04:26 AM
As far as the quality is concerned, it's just slightly better than E1L1. Where balley picks up it's points compared to the original is that the game play is significantly more balanced as far as the weapons/supplies to enemy ratio.

Length to me wasn't that big of a concern. It's not that much shorter than E1L1 and it's a fully playable level.

I'm open minded and if you can provide a persuasive reason why I should change the score, I will.
Title: Re: Reviews and Submissions
Post by: Trooper Dan on March 13, 2012, 03:50:24 AM
I'm open minded and if you can provide a persuasive reason why I should change the score, I will.

I'm not really trying to get you to change your score, I'm just thinking philosophically about the implications of giving a score that high to a map that small.  Consider the following thought experiment.  Imagine that the map author comes forward with a longer version of the same map.  It starts the same way but when it gets to the current ending, it keeps going, and the new version is 3 times as long, with the same quality throughout.  And he says that the release of the earlier version was a mistake -- he intended to release the longer version all along and it has been sitting on his hard drive for years.  What score does the long version deserve?  Since you gave a 97 to the short version, you can give the longer version --which has same quality of design and 3 times the gameplay-- at most 3 points more.
Title: Re: Reviews and Submissions
Post by: Forge on March 13, 2012, 04:17:46 AM
That significant of a change in design and amount of game play would increase the gameplay/design score. The map would receive a 98 or 99, as long as the game play balance remained consistent.

If the map is longer and the quality of all things are equal, but the balance gets skewed, then the score wouldn't change or it might even go down, depending on how bad it gets.
Title: Re: Reviews and Submissions
Post by: methy on March 13, 2012, 05:00:51 AM
I remember Mikko also complaining about the length of the map. To me it's not a problem, I think the map is perfect as it is. There is no big ending or big boss at the end, but that's the point; this map was made as if it was E1L1 or E1L2. It would fit perfectly at the start of Metropolitan Mayhem for example. That is my point.
Title: Re: Reviews and Submissions
Post by: Mister Sinister on March 13, 2012, 08:28:32 AM
Hey, Forge, could you please review my old episode, Bad Weekend?
http://msdn.duke4.net/hotbadweekend.php
Title: Re: Reviews and Submissions
Post by: MSandt on March 13, 2012, 11:31:36 AM
I remember Mikko also complaining about the length of the map. To me it's not a problem, I think the map is perfect as it is. There is no big ending or big boss at the end, but that's the point; this map was made as if it was E1L1 or E1L2. It would fit perfectly at the start of Metropolitan Mayhem for example. That is my point.

It's a perfect map for what it is, an archetype of a good map, but it's not a great map. There's no way this map belongs in the 95th-98th percentile of Hot Maps as a rating of 97 would suggest. That'd be ludicrous.

Also, compared to E1L1, the map is just too generic and narrow to be a memorable experience like E1L1.
Title: Re: Reviews and Submissions
Post by: Forge on March 13, 2012, 02:53:04 PM
Hey, Forge, could you please review my old episode, Bad Weekend?
http://msdn.duke4.net/hotbadweekend.php

I'll have to discuss this with my boss. He gave me a file size cap and your project (at 32Mb) is over it.

I remember Mikko also complaining about the length of the map. To me it's not a problem, I think the map is perfect as it is. There is no big ending or big boss at the end, but that's the point; this map was made as if it was E1L1 or E1L2. It would fit perfectly at the start of Metropolitan Mayhem for example. That is my point.

It's a perfect map for what it is, an archetype of a good map, but it's not a great map. There's no way this map belongs in the 95th-98th percentile of Hot Maps as a rating of 97 would suggest. That'd be ludicrous.

Also, compared to E1L1, the map is just too generic and narrow to be a memorable experience like E1L1.

I can concede that I over rated the map, but I feel you under rated it at 86

After further consideration and the proper amount of sleep, I'm changing the score to 93
Title: Re: Reviews and Submissions
Post by: Forge on March 13, 2012, 07:03:59 PM
Hey, Forge, could you please review my old episode, Bad Weekend?
http://msdn.duke4.net/hotbadweekend.php

I'll have to discuss this with my boss. He gave me a file size cap and your project (at 32Mb) is over it.

Request approved. I may not get to it immediately, but I will as my schedule and health allow.  (medical appointments and participation in a cbp are already planned)
Title: Re: Reviews and Submissions
Post by: MikeNorvak on March 14, 2012, 09:31:16 PM
I think Gambini should review Crimson Moon, since he didn't take part of the project and his reviews are pleasing to read...
Title: Re: Reviews and Submissions
Post by: Merlijn on March 14, 2012, 10:26:03 PM
Yeah, I played with the thought to write a review for Crimson moon, but I also contributed to that map, so it wouldn't be very objective.. Gambini would be perfect.
Title: Re: Reviews and Submissions
Post by: Gambini on March 15, 2012, 12:30:49 AM
I´m glad you liked those reviews guys. But I´m not really interested on writting so many of them. Also (and hoping to not disappoint you) I didn´t like too much Crimson Moon nor Suburban hive, so fixing my rating for another site would be awkward.

BTW Forge: Wasnt you who reviewed Blown Fuses and Project Zero at DNR? what stops you from copy/pasting them here?
Title: Re: Reviews and Submissions
Post by: Forge on March 15, 2012, 12:52:39 AM
I reviewed all those maps on my todo list at DN-R. Nothing stops me from copying them to here, but I still have to play them for the screen shots. (and I'd like to verify the score I gave them)
Title: Re: Reviews and Submissions
Post by: Forge on March 19, 2012, 12:57:12 PM
    Project:                                                                         Status:                                             Required
    spaceship to fix (DM)                                                        hosted                                           write-up & score   
    Doomed duel(DM)                                                             hosted                                           write-up & score
    Suburban Hive (cbp)                                                         hosted                                           write-up & score
    Surburban Hive II : Crimson Moon (cbp)                                hosted                                           write-up & score

i don't play DM, I don't review cbp maps I've participated in. if you have the bug, feel free to submit a review for these hosted projects

todo:

    Project:                                                                         Status:                                             Required
    Random Map Selection                                                      in que                                          complete review 

                                                                         
   
Title: Re: Reviews and Submissions
Post by: Gambini on March 21, 2012, 12:40:54 AM
heh Mortum got one of the lowest ratings of this site. I know it isn´t very good but c´mon!  ;D

My surprise comes mostly by the reasons of that rating. Shading 6/10? Spritework/detailing 6/10? There are some design aberrations that got a couple of points above in those departments.

Well, is not like I´m asking for a revision but just found that rather... interesting.
Title: Re: Reviews and Submissions
Post by: Trooper Dan on March 21, 2012, 01:03:22 AM
I remember playing that a few years ago.  I haven't played it since, so my memory might be failing me, but I remember it looking pretty good.  The gameplay was average and it was short, but I would give it at least an 85.  Maybe I'll play it again to check.
Title: Re: Reviews and Submissions
Post by: Trooper Dan on March 21, 2012, 01:24:00 AM
I tried playing it.  It's a good looking map for the most part, but the gameplay is worse than I remember and it is very very cramped.  Also a funny thing happened.  I saved the game after getting the red keycard right before a big explosion that kills me.  When I load the game I can see a view screen that says "Just Run!" for about .01 second, then I die.

Expect double posting on this site until more edit time is allowed.
Title: Re: Reviews and Submissions
Post by: Forge on March 21, 2012, 03:04:02 PM
heh Mortum got one of the lowest ratings of this site. I know it isn´t very good but c´mon!  ;D

i replayed it to see what the disconnect is all about (Puritan played it to get the screen shots and used the old write up I gave him to get it hosted)

the lack of trimwork in the corners and/or the lack of shading (every wall had the same shade value) really hurt the depth perception. the only serious shading came from the few objects outside that threw shadows or where the lighting effects where used. But saying that, there's more lighting/shading effects, than I gave credit for the first time.

the detailing was better than i gave credit for

the map is alot more cramped than i remember

the constant behind the back spawns where more annoying than i remember

the layout is a little better than i originally credited

architecture is just a bit better than i gave credit for

original:

Texturing/Lighting-Shading: 6/10
Sprite Work/Detailing:6/10
Ambiance: 6/10
Architecture/Design: 16/20
Layout: 16/20
Gameplay/Difficulty: 26/30
Overall: 76/100.

new:

Texturing/Lighting-Shading: 7/10
Sprite Work/Detailing: 8/10
Ambiance: 7/10
Architecture: 17/20
Layout: 17/20
Gameplay/Design: 23/30
Overall: 79/100
Title: Re: Reviews and Submissions
Post by: Puritan on March 21, 2012, 03:10:24 PM
...

the map is alot more cramped than i remember

the constant behind the back spawns where more annoying than i remember

...


That was exactly my thoughts too when I played it last night.
Title: Re: Reviews and Submissions
Post by: Puritan on March 21, 2012, 09:58:37 PM
New score added for Duke Nukem ex mortum  :)
Title: Re: Reviews and Submissions
Post by: Gambini on March 22, 2012, 12:45:53 AM
Being the Duke current situation as it is, Forge: I dare to say you played the map using polymost with a wrong shadescale. I don´t really want to push you to change the review but there´s actually a lot of lighting implemetation on this map, that´s the main factor of why it is so short. That I used a lot of sector shading and therefore ran out of resources quickly. I would accept it got a low rating because the crampdnes but the triming and detailing? Just to be sure, would you give a quick look to it in software mode to see if you still think that of the map?

Also, not sure what version are you playing but I revised the map about a year ago, including polymerlights dukeplus and hrp support and at the same time fixed a few minor visual glitched in software.

[attachment deleted by admin]
Title: Re: Reviews and Submissions
Post by: Forge on March 22, 2012, 01:30:59 AM
Being the Duke current situation as it is, Forge: I dare to say you played the map using polymost with a wrong shadescale. I don´t really want to push you to change the review but there´s actually a lot of lighting implemetation on this map, that´s the main factor of why it is so short. That I used a lot of sector shading and therefore ran out of resources quickly. I would accept it got a low rating because the crampdnes but the triming and detailing? Just to be sure, would you give a quick look to it in software mode to see if you still think that of the map?


I'm curious as to how you know what mode I played the map in. I assure you that I play as many maps as I can in classic unless it's either specified in the text, or the map is too damn dark to see. (This map was not too dark). If you're going to point at the screenshots hosted on this site, I will repeat that Puritan took those, not I.

I did increase the score for shading, but as already stated, there was little to no difference in the shade values from one wall to the next (at corners & mostly the indoor areas).

I mentioned putting trimming in the corners to give the map depth since you chose to use minimal wall shading

I increased the sprite work/detailing score by 2. this map does not score higher than 8 in that department

I never said the map was too short

Title: Re: Reviews and Submissions
Post by: Gambini on March 22, 2012, 01:51:55 AM
Quote
I'm curious as to how you know what mode I played the map in.

Because you say shading is too sparse and that´s completely wrong. Shading is plentiful and quite strong.

Look at these screenshots:

(http://i289.photobucket.com/albums/ll240/Gambini01/capt0007-1.jpg)
(http://i289.photobucket.com/albums/ll240/Gambini01/capt0006.jpg)
(http://i289.photobucket.com/albums/ll240/Gambini01/capt0005.jpg)
(http://i289.photobucket.com/albums/ll240/Gambini01/capt0004.jpg)
(http://i289.photobucket.com/albums/ll240/Gambini01/capt0003.jpg)
(http://i289.photobucket.com/albums/ll240/Gambini01/capt0002.jpg)
(http://i289.photobucket.com/albums/ll240/Gambini01/capt0001-1.jpg)
(http://i289.photobucket.com/albums/ll240/Gambini01/capt0000.jpg)
(http://i289.photobucket.com/albums/ll240/Gambini01/capt0008-1.jpg)

Sigh! Even that little lighthouse casts moving shadows in the back gallery of the "castle"

And what do you mean btw with more trimming? The level of detail is pretty much the same than in Rush2k and that one was praised mostly by its level of detail. You´d have a hard time trying to show me a bare corner.

Title: Re: Reviews and Submissions
Post by: Forge on March 22, 2012, 03:33:49 AM
(http://img35.imageshack.us/img35/2916/capt0011.th.jpg) (http://imageshack.us/photo/my-images/35/capt0011.jpg/)(http://img515.imageshack.us/img515/6020/capt0010.th.jpg) (http://imageshack.us/photo/my-images/515/capt0010.jpg/)

(http://img708.imageshack.us/img708/1053/capt0009.th.jpg) (http://imageshack.us/photo/my-images/708/capt0009.jpg/)(http://img210.imageshack.us/img210/1423/capt0008.th.jpg) (http://imageshack.us/photo/my-images/210/capt0008.jpg/)

(http://img6.imageshack.us/img6/5606/capt0007.th.jpg) (http://imageshack.us/photo/my-images/6/capt0007.jpg/)(http://img210.imageshack.us/img210/8716/capt0006.th.jpg) (http://imageshack.us/photo/my-images/210/capt0006.jpg/)

(http://img534.imageshack.us/img534/8110/capt0005.th.jpg) (http://imageshack.us/photo/my-images/534/capt0005.jpg/)(http://img515.imageshack.us/img515/5406/capt0004.th.jpg) (http://imageshack.us/photo/my-images/515/capt0004.jpg/)

(http://img141.imageshack.us/img141/2932/capt0003.th.jpg) (http://imageshack.us/photo/my-images/141/capt0003.jpg/)(http://img694.imageshack.us/img694/6156/capt0002.th.jpg) (http://imageshack.us/photo/my-images/694/capt0002.jpg/)

(http://img840.imageshack.us/img840/5678/capt0001.th.jpg) (http://imageshack.us/photo/my-images/840/capt0001.jpg/)(http://img849.imageshack.us/img849/1305/capt0000.th.jpg) (http://imageshack.us/photo/my-images/849/capt0000.jpg/)

fine. screen shots aren't good enough so I busted open mapster so there would be no doubt.

Note the cursers. Note how they are pointing at two adjoining walls at 90 degrees from each other. Note they those walls have the exact same shade value. Note that even the ceiling and the floor in that hallway have the exact same shade value as all the walls. Note the empty and unadorned hallway. Note that the map is full of what I'm talking about and I can post up many, many, many more screen shots, but this is sufficient and now I'm done with this. Note that now you've loaded your post with the screen shots to prove your point and made me retaliate in kind, I'm still not likely to change my opinion.
Title: Re: Reviews and Submissions
Post by: Gambini on March 22, 2012, 05:29:06 AM
Strange coming from a mapper... That he uses as an example of "a whole map with scarse shading and trimming" a small hallway in which cycler sprites are dancing and yelling "hello, Scott we need all surfaces on these sectors to be the same shade value to work!!!". So yeah, that´s the best counterargument you could come up with? You go in mapster checking adjacent walls to see if they share the same value everytime you rate a map? Last pair of shots also make me wonder where you got this map from. I have 5 different revisions lying in my HD and in all of them those walls are 12vs6 and not 6vs6 (You should download my maps from my blog).
Title: Re: Reviews and Submissions
Post by: Gambini on March 22, 2012, 05:40:49 AM
"editlike post"

Actually there are no downloads in the blog and DNR had version 1.601 vs the map I posted which is 1.607. That very last wall is the only difference I can see regarding the matter of discussion so everything else stands.

http://infosuite.dukerepository.com/index.php?page=ae_lighting_b
Title: Re: Reviews and Submissions
Post by: Forge on March 22, 2012, 06:47:48 AM
I chose sites from the map by going to them at random. One small corner just happened to have cyclers. Still doesn't account that there is no differentiating wall shading for that entire area of the map (especially where the cyclers are not present). Of course when the cyler is "off", all the walls in that area have the same shade value. The map has trimming, just not where it's needed, like in the corners to give some depth, since the mapper decided to give all the walls the same shade value. Also doesn't account for the rest of the majority of the map (which doesn't have cyclers) and suffers from the exact same problem; all the walls have the same shade value. Noticing that the other screen shots showing the same problem were ignored. You know, the ones also showing the opposing walls having the same shade value. Maybe I should have posted several dozen of them, but I have the feeling you'd still find some strawman argument to counter anything I say.

I only go into mapster to show that what I'm saying is valid when someone insists on bitching about a subject over and over and acts like screen shots are doctored or that I'm not playing the map right. For example: all the walls in any given area pretty much have the same shading value.

I don't make it a habit of looking for newer versions of each and every map I review. If I did It'd take me 5 times as long just to get one done.

Instead of blowing all that hot air because you got bent out of shape, you should have just posted up the newest version and asked for that one to be used to revise the old review in the first place.

Nothing positive is going to come out of carrying on with this. You've made up your mind and I'm not changing my opinion. You can go ahead and lambast me now with what ever colorful remarks you find appropriate. Get in the last word because I'm done discussing it.


I still love you though.  :-*

Title: Re: Reviews and Submissions
Post by: Gambini on March 22, 2012, 07:16:34 AM
We could carry this for ages, but still you can´t deny you have pushed your point to a too specific aspect, of which i still disagree. I was surprised the low rating the map got (in comparision to other maps reviewed here of course) and I noticed it was mostly (according to your dissection) by shading and trimming. establishing how many adjacent walls have the same shade value will lead to nothing at this point. Except by Bob Averill maps (which you extremely underrated) most maps rated even ten points above surely have less shading and trimming work but that´s OK. By no means I want to change your opinion, if that´s the impression you got, fine. You could have rated it even lower by standing on things like the confined spaces and unfair explosions, the overuse of the green bricks wall and I would have had to shut up.

You don´t seem to love me so much, you have cheated on me with Puritan. His long and blond hair seduced you. lol i got goosebumps for writting that uuhhh
Title: Re: Reviews and Submissions
Post by: Puritan on March 22, 2012, 07:40:45 AM

You don´t seem to love me so much, you have cheated on me with Puritan. His long and blond hair seduced you. lol i got goosebumps for writting that uuhhh


 ;D ...me too....
Title: Re: Reviews and Submissions
Post by: Merlijn on March 22, 2012, 05:32:51 PM
Oh, get a room you 3.  ;)
Title: Re: Reviews and Submissions
Post by: Trooper Dan on March 31, 2012, 10:16:58 AM
is the way Duke Nukem ex mortum has been rated, here's it simplified out:

Texturing; 3/5
Lighting-Shading: 4/5
Sprite Work: 4/5
Detailing & Trimwork: 4/5
Ambiance: 7/10
Architecture: 17/20
Layout: 17/20
Gameplay: 11/15
Design: 12/15
Overall: 79/100

I don't understand how all those different things can be separated and judged independently of each other.  It seems to me that a map is a blended whole where the many different facets contribute to each other in complex ways.  Making a very general distinction, like separating the gameplay from the look of the map (although even that is somewhat controversial) does make sense, but giving separate scores for all that other stuff just gives a false sense of precision to the review.

It also makes your review more open to criticism.  Take the texturing score, for example.  3 out of 5 is 60%.  That's pretty bad.  I have played maps with bad texturing, and this wasn't one of them.  Then it gets docked a point in each of the following areas:  shading, sprite work, and detailing/trimwork.  A point in each area doesn't sound like much, until you realize that makes each area only 80%.  Compare that to, say, Red 3, which you gave perfect scores in all of those areas.  I like Red 3 a lot, but was it really that good looking?  You scoring system forces you to say about each of those areas that it is either perfect (5/5) or very flawed (4/5 or less).  And more importantly, the way you break it down does not allow you to evaluate the map as a whole.  The only way to get around that would be to decide on the overall score first, then go back and make sure that the different areas add up to what you already decided.  But of course that would be cheating and would make a joke of the whole reviewing scheme.
Title: Re: Reviews and Submissions
Post by: Forge on March 31, 2012, 03:35:32 PM
It's a rating method I've been screwing around with for awhile.

If I break it all the way down like in the above post, then the obvious problems with it are more apparent because as you said, everything is pretty much dependent on and related to everything else. Also that either something is perfect or flawed.

The more subjects there are, the more chances the map will lose points. The result is very low rated maps.

The less subjects the rating is broken into, the higher the rating of the maps get.

The current break down I use with seven subjects seems to fit my scale on how I perceive maps should be rated. It's also useful if you want to tell the difference between two maps with the same rating where one of them looks better, but the other plays better.

The alternative is to not break anything down and just give it a flat score.

Bottom line: Any method used to score a map is subject to criticism

Title: Re: Reviews and Submissions
Post by: Micky C on April 02, 2012, 12:55:04 AM
What does design mean? I'd interpret it to be layout/architecture but those already have their own separate scores.
Title: Re: Reviews and Submissions
Post by: Forge on April 02, 2012, 03:11:36 AM
In this instance design encompasses aspects of the construction that can effect game play. Technically I can remove the word "design" from that part of the rating breakdown, but I keep it around because other "physical" aspects of the map also affect game play. The layout and architecture are the two usual apsects that are considered when thinking about how the design affects game play. i.e.  Are the corridors really narrow making it difficult to move around or have a fair chance at fighting enemies? Narrow corridors are by themselves not a problem, but when you surround the player with fat commanders in narrow corridors, then it becomes a design issue by the definition I'm using.

edit: another way to think about it. If the architecture is oversized. Then the architecture score is affected. But if the oversizing affects the players ability to move around and messes up the flow of the game, then the architecture score is affected as well as the gameplay score because of the design.
Title: Re: Reviews and Submissions
Post by: Hank on April 02, 2012, 04:56:16 AM
In this instance design encompasses aspects of the construction that can effect game play. Technically I can remove the word "design" from that part of the rating breakdown, but I keep it around because other "physical" aspects of the map also affect game play. The layout and architecture are the two usual apsects that are considered when thinking about how the design affects game play. i.e.  Are the corridors really narrow making it difficult to move around or have a fair chance at fighting enemies? Narrow corridors are by themselves not a problem, but when you surround the player with fat commanders in narrow corridors, then it becomes a design issue by the definition I'm using.

edit: another way to think about it. If the architecture is oversized. Then the architecture score is affected. But if the oversizing affects the players ability to move around and messes up the flow of the game, then the architecture score is affected as well as the gameplay score because of the design.
What about narrow corridors intended to be a player's challenge, with Commanders? If you have the Shrinker I gave you, use it. If you did not find the Shrinker, well, entering those corridors, armed with only a shot gun are deadly.

I think it should not be just the layout but also how the layout challenges the player with actors and accessories, or as Trooper Dan mentioned.

Keep in mind I am just mouthing off. :P
Title: Re: Reviews and Submissions
Post by: Forge on April 02, 2012, 06:01:36 AM
What about narrow corridors intended to be a player's challenge, with Commanders? If you have the Shrinker I gave you, use it. If you did not find the Shrinker, well, entering those corridors, armed with only a shot gun are deadly.

I think it should not be just the layout but also how the layout challenges the player with actors and accessories, or as Trooper Dan mentioned.

Keep in mind I am just mouthing off. :P

I don't see it as mouthing off.

In the instance you use as an example, it's done by design, not because of poor design. I would say that the portion of the map you're describing was put there with intent and is easily recognizable as such. More times than not, the instance I'm using as an example is prominent throughout a large portion of the level.

Those are just examples and there are as many different situations as there are mappers.

"Layout challenges the player with actors and accessories"? If I understand your intent that falls under game play.

most aspects are related to each other in one way or another, so trying to break everything down into "pieces" isn't perfect, but it works well enough for me and I prefer it over giving one flat score

A brief breakdown on what certain areas cover

Layout = floor plan (can depend on architecture)

game play = aliens, weapons, supplies - ratios, placements, variety. Puzzles, spawns or lack thereof (also when backtracking), behind the back spawns, unfair explosions, etc.

design = flow of the game & navigation of the level (dependent upon layout and architecture to some extent)

ambiance = interactivity with the environment, things blowing up (and not in your face), crashing skycars, ambient sounds, etc (dependent upon texturing, shading, lighting effects, detailing, sprite work, trimwork, and to a minor extent architecture)

there are aspects that demonstrate where the breaking things into individual pieces isn't perfect

examples: trimwork can be of sprite or architectural in nature. I lump it in with sprite work/detailing under the pretense that it's a detailing feature.
              sprite constructions? Depending on the extent of what they are. A bridge would fall under architecture, a chair would fall under
              sprite work/detailing. It somewhat relies on whether it's there for looking at, or for using as a "platform" to get somewhere. What about a chair 
              used to jump off of to get on top of something? No different than if a barrel where used instead, it's sprite work not architecture.
Title: Re: Reviews and Submissions
Post by: Hank on April 04, 2012, 05:15:52 AM
game play = aliens, weapons, supplies - ratios, placements, variety. Puzzles, spawns or lack thereof (also when backtracking), behind the back spawns, unfair explosions, etc.
I think I've got the gist. :)
BUT!!!!!!!!!!
What is an unfair explosion? Yes, I am asking. I am reusing my maps with modern cons, I can do stuff now I only dreamed about, but if parts of it are unfair – no point.

Example, you should have a lot of guns collected by now. There is a gorgeous shot gun resting on an altar, contrary to your previous finds, in plain sight and visible for the proverbial miles. Would you be surprised said gun to be booby trapped?

I always use nasty traps. You either get a visual or audible hints, so watch your step and keep your ears and eyes open, you snooze, you loose, yet, what is fair?  ::)
Title: Re: Reviews and Submissions
Post by: Puritan on April 04, 2012, 12:37:46 PM

What is an unfair explosion? 


Example: You're facing a crack in the wall. You throw a pipebomb. You step 20 meters away. The explosion comes out of the hole and keeps on going for ages and spreading out on the entire available player area.
That's what I call unfair. ( and unrealistic)
Title: Re: Reviews and Submissions
Post by: Forge on April 04, 2012, 02:55:41 PM
@Hank

Again, the example you use is not unfair or unavoidable

Puritan uses a good example.

Also constant exploding traps set up along the main path with no warning is annoying.
Title: Re: Reviews and Submissions
Post by: High Treason on April 04, 2012, 03:08:28 PM
This raises a question for me, if there is a reactor to destroy, is it unfair to assume that the player should expect a huge explosion in the area almost immediately?
Title: Re: Reviews and Submissions
Post by: MSandt on April 04, 2012, 03:18:07 PM
It also makes your review more open to criticism.  Take the texturing score, for example.  3 out of 5 is 60%.  That's pretty bad.  I have played maps with bad texturing, and this wasn't one of them.  Then it gets docked a point in each of the following areas:  shading, sprite work, and detailing/trimwork.  A point in each area doesn't sound like much, until you realize that makes each area only 80%.  Compare that to, say, Red 3, which you gave perfect scores in all of those areas.  I like Red 3 a lot, but was it really that good looking?  You scoring system forces you to say about each of those areas that it is either perfect (5/5) or very flawed (4/5 or less).  And more importantly, the way you break it down does not allow you to evaluate the map as a whole.  The only way to get around that would be to decide on the overall score first, then go back and make sure that the different areas add up to what you already decided.  But of course that would be cheating and would make a joke of the whole reviewing scheme.

The problem is that Forge has fixed parameters. For example, the parameter for the variable "texturing" is only 0.05 (assuming a scale from 0 to 100 for "texturing"). So you could have the worst texturing in a map (imagine the whole BobSP1 covered with the default brick texture) and its effect on a score of 100 would still be only -5 points.
Moreover, since Forge only applies integers, there are some discontinuities. For example, as you quite specifically implied, the jump from 3/5 to 4/5 is worth 20%. This could be fixed with a modified version of the equation Forge uses:

Score = 0.05(texturing)+0.05(lighting)+0.10(ambiance)+0.20(architecture)... etc.

Each variable would have values between [0,100]. This would preserve the weights Forge applies but allow for more continuity. But then again with a weight of just 0.05 every, say, 10 points is worth only 0.5 points so the issue you brought up doesn't really matter. It's the fixing of parameters that causes problems.
Title: Re: Reviews and Submissions
Post by: MSandt on April 04, 2012, 03:19:13 PM
This raises a question for me, if there is a reactor to destroy, is it unfair to assume that the player should expect a huge explosion in the area almost immediately?

I'd say that depends on the distance between the reactor and the player. "In the area" is quite vague.
Title: Re: Reviews and Submissions
Post by: Forge on April 04, 2012, 04:12:14 PM
I've mentioned that all parameters rely on one or more other parameters several times. They are not as "fixed" as you like to believe.
A texturing of an entire map with the default brick would effect texturing & ambiance. Potential for -15 points right off the top. Since you are using the same texture, there could be little to no detailing. So now you have a potential for -20.
More points would be lost under Gameplay/Design. Having an entire map in default brick is going to effect the ambiance. Ambiance affects the gameplay. I don't care how good the game play is, if you're in a map made with only one texture, your mood is going to sour and make the gameplay alot less enjoyable. "Design" is also my "catch-all" category for examples like the one you used. More points lost at my discretion.
Title: Re: Reviews and Submissions
Post by: Forge on April 04, 2012, 06:05:44 PM
I've been contemplating over all this math that's been applied to the breakdown I use to score maps. I've never bothered to consider the percentage difference of a 4/5 compared to a 5/5. If I were using that as a base for what I was doing, every category would have 100 points, then I would figure out the average to get the overall. Doing that is just as flawed as the method I currently employ.
When I start a map it starts with 100 points. If a certain area has noticeable and prominent flaws, that area loses points in relation to how flawed it is. To me 1 point = -1% from 100% no matter what parameter it applies to.
If we really want to beat up my method, lets discuss why certain areas only carry so many points compared to others.
The two main areas are how it looks & how it plays.
Looks = Texturing(5), light-shading(5), sprite work for detailing(5), architectural detailing (trimwork)(5), architecture(sprite or sector based)(20), ambiance(10) = 50 points
Plays= gameplay(15), layout(20), design(15) = 50 points

Since most aspects rely on other aspects (even between aspects from the two different main area (i.e. architecture can effect layout), it's not an exact science, but it works for what I want to do

so dissect away
Title: Re: Reviews and Submissions
Post by: Micky C on April 07, 2012, 03:32:59 AM
I see you've reviewed the WGRealms episode. Doesn't its counterpart episode in WGRealms 2 make the original somewhat redundant? I recall William saying that the WGRealms 2 version is a lot more how he originally imagined it, or something along those lines.
Title: Re: Reviews and Submissions
Post by: Forge on April 07, 2012, 05:18:45 AM
I don't see anything wrong with hosting the original.

some people might prefer the original for whatever personal reasons.
Title: Re: Reviews and Submissions
Post by: MSandt on April 07, 2012, 01:11:21 PM
They're very different so each should have its own review.
Title: Re: Reviews and Submissions
Post by: Merlijn on April 07, 2012, 03:37:17 PM
Quote
some people might prefer the original for whatever personal reasons.

I'm one of those people; I thought the remake was way too overdone, especially the overuse of the cyberdemons was pretty annoying. So I'm glad to see the original here. :)


Quote
I recall William saying that the WGRealms 2 version is a lot more how he originally imagined it

Yeah well, that's also what George Lucas says about every new version of Star Wars..  :P
Title: Re: Reviews and Submissions
Post by: quakis on April 08, 2012, 07:24:19 PM
Noticed a mistake in the map listings and reviews. Shrunken (http://www.scent-88.com/reviews/S/shrunk/shrunk.php) is under my name in both areas, but it's supposed to be under Ryan Lennox (http://www.scent-88.com/reviews/S/shrunk/SHRUNKEN.TXT). :P
Title: Re: Reviews and Submissions
Post by: Puritan on April 08, 2012, 07:41:43 PM
^Oh shit...my bad. Corrected now.
I'm very sorry  :-[
Title: Re: Reviews and Submissions
Post by: quakis on April 08, 2012, 08:50:16 PM
Don't worry about it, I just wanted to help correct a little mistake after noticing it. ;D
Title: Re: Reviews and Submissions
Post by: zykoveddy on May 16, 2012, 03:04:08 PM
Thanks to Forge for the review of Kill City and Moonbase accident!

I would disagree about one thing, though: the second secret level in MA may look like a mess, that has nothing to do with the plot & space theme, but I actually put a lot of effort to this level and I still like it a lot. Boosting the number of levels in the episode wasn't my goal, I just wanted to create something weird and wacky. I think this is that the secret levels is all about - weird and wacky stuff that can't be put on the actual levels.

Still, the review was cool and I'm satisfied with the score
Title: Re: Reviews and Submissions
Post by: Forge on June 08, 2012, 03:20:21 PM
Pjsloth1

A canyon styled map. Duke starts at base camp on the open valley floor with the objective of summiting the nearby mesa. To do this the player must navigate around the mountain base ascending up ramps, traversing rockslides, and navigating along terraces loaded with stacks of crates. I have no idea why the area is loaded with crates, there's nothing around but cliff faces. Maybe this is where the term, "box of rocks" comes from. Moving through the map is fairly linear, but there is the option of gaining the next level up the mesa by either taking a lift or climbing up rock piles. Most locations are pretty wide with lots of room to maneuver; you'd either have to be pretty clumsy or very unlucky to fall off the side of the mountain.

The theme of the map is to move from start to finish and live to tell about it. There are no puzzles to solve or locks needing keys searched out; just surviving is all that's required. As the player travels through the map they'll encounter wave after wave of enemies; each progressively getting harder with more numerous and tougher aliens, until the finally is reached which will put some hair on your chest (regardless of age or gender). Supplies are strictly limited. There are only a few weapons available, and a meager amount of bullets and health are doled out between each wave of resistance. If you're lucky, the bad guys will drop some ammo for you to collect; if you're not so lucky then I hope you invested well in running shoes.
 


Texturing/Lighting-Shading: 8/10
Sprite Work/Detailing: 8/10
Ambiance: 8/10
Architecture: 19/20
Layout: 19/20
Gameplay/Design: 28/30
Overall: 90/100
Title: Re: Reviews and Submissions
Post by: Puritan on June 09, 2012, 02:29:47 AM
Very nice review, Forge  ;)


It seems to me that the you and Merlijn are way beyond....
I really appreciate your affords.
This community is small but I have a certain feeling that the last words haven't been spoken....or in other terms: The fat lady haven't reached the stage yet  :)
Title: Re: Reviews and Submissions
Post by: Merlijn on June 26, 2012, 10:34:45 PM
Ah, I see the infamous supa-series has made its way to sent-88. :D Don't forget Supa3 though, that map was actually pretty good. ;)
Title: Re: Reviews and Submissions
Post by: Forge on June 26, 2012, 11:29:47 PM
I have about three hundred maps in a que folder and use a random generator to select the ones I play for review. Supa3 will get picked eventually.
Title: Re: Reviews and Submissions
Post by: zykoveddy on June 28, 2012, 12:13:11 AM
Did Hasit just got 76? Oh come on, it's a cool map, especially for it's time. It's full of great ideas

In the other hand, Alien X by William Gee is a bit overrated, IMO.
Title: Re: Reviews and Submissions
Post by: Forge on June 29, 2012, 07:58:41 PM
appreciate the opinion.

maybe it'll stir interest in others to see for themselves why our views differ on some projects
Title: Re: Reviews and Submissions
Post by: zykoveddy on July 10, 2012, 07:34:16 PM
I'm really sorry, but I don't think it's only the matter of an opinion.

Alien X is a decent map, but it doesn't have anything new in it. It recycles a basic ideas of standart alien maps and also has a lot of design and gameplay issues. Hasit, in the other hand, has an unique design and a lot of great ideas. The gameplay is great too. Alien X is obviously not much better than Hasit if you look at it. I would understand if the Hasit had at least 90, but 76? I don't understand your criteria. New ideas and unique design mean nothing to you? I'm not trying to say that Alien X deserves a bad rating like 76, but I just ask you to compare Hasit to Alien X.

Again, the new map called Desert complex came out, and you rated it 97. I played this map and it's decent. But rate 97 and higher belongs to milestones like Blackend, not to a decent maps like this.

Okay, maybe I'm going way too deeply into it. I respect your work and I know you're a good mapper. But please, can you be a bit more objective in your reviews? Maybe, paying more attention to new ideas that the map has? A lot of players like Hasit, and it's obviously a good, memorable map. It's better than 76. That's all I can say.
Title: Re: Reviews and Submissions
Post by: Forge on July 10, 2012, 10:11:27 PM
Nothing stopping you from writing your own review, submitting it Puritan, and letting him decide. Won't hurt my feelings any if he changes them.
Title: Re: Reviews and Submissions
Post by: zykoveddy on July 10, 2012, 11:23:36 PM
What do you mean by this? I was just confused by your criteria, that's all.
Title: Re: Reviews and Submissions
Post by: Forge on July 11, 2012, 12:36:23 AM
I mean that I don't agree with your point of view on certain things you've mentioned. I have no intentions of trying to explain or justify why I scored anything the way I did. It would just be a repeat of the review and the score breakdown anyway. I also have no intentions of arguing with you over the matter. I've been down this road a few times and it ultimately never leads to any good, and no matter the outcome everybody loses. I don't feel the need to change the reviews or scores, and since you seem to feel strongly about the entire matter, the best solution is to submit your own review and let a third party mediate and decide.
Title: Re: Reviews and Submissions
Post by: Micky C on July 11, 2012, 05:21:19 AM
I still don't know how my second map Libraryl got 85. It was slightly noobish, moderately basic, but ok I still like the gameplay and layout. Makes me want to work on a lone vanilla/dukeplus map again rather than all these TC and collaboration maps I've got myself caught up in.

Wow, I just had an idea while writing this post. I've been tossing up for a while between a desert map and an outer space map (outer space would look especially good with polymer lighting due to those shiny space textures in the HRP), but I've got the solution: A base inside an asteroid in outerspace! I can still have my space station and make desert-like areas  :D
Now I just need to actually finish my other half dozen projects  :-\

I don't know why I'm posting this here  ???
Title: Re: Reviews and Submissions
Post by: Forge on July 11, 2012, 03:48:41 PM
Don't get me wrong EddyZ. It doesn't bother me that you have a disagreement with some of the reviews.

I'm not shooting you down off hand. Right now it's one person's view against another. If you can rally a couple of the regulars behind your cause I'd be more inclined to take a second look at the maps in question. Otherwise, you can do as I suggested earlier and submit your own review for Puritan to decide.

Title: Re: Reviews and Submissions
Post by: MSandt on July 15, 2012, 12:16:44 AM
Again, the new map called Desert complex came out, and you rated it 97. I played this map and it's decent. But rate 97 and higher belongs to milestones like Blackend, not to a decent maps like this.

I don't think there's much difference between the two. Blackend was perhaps even slightly less "milestonish" back in the days because, quite frankly, it was just another Alejandro map.

Damn... Ale released such a good bunch of high-quality maps in such a short time span. Those were the days.
Title: Re: Reviews and Submissions
Post by: Puritan on July 15, 2012, 02:54:41 AM
Well, I'm not that impressed of Ale's maps.
Gameplay is close to nothing...
But the design and texturing is top-notch.( more like a Build show-off)


Yeah, I know, his maps had the over the top design and ambience back in the days. Few others made maps with that "look" and attension to details. But again; Good look and zillion of hours spent in making the scenes look good doesn't make up for a lack of story/gameplay.
Title: Re: Reviews and Submissions
Post by: Forge on July 15, 2012, 04:13:16 PM
Ale's maps may lack alot of direct environment interactivity and have virtually no secrets which basically eliminates the extended exploring aspect, but they have good combat scenarios and the layout/progression is set up proper for the key card hunts that they are.
Title: Re: Reviews and Submissions
Post by: Forge on July 26, 2012, 04:41:37 AM
 Project:                                                                         Status:                                             Required
    spaceship to fix (DM)                                                        hosted                                           write-up & score   
    Doomed duel(DM)                                                             hosted                                           write-up & score
    Hell Awaits(DM)                                                               hosted                                           write-up & score
    Suburban Hive (cbp)                                                         hosted                                           write-up & score
    Surburban Hive II : Crimson Moon (cbp)                                hosted                                           write-up & score
    CBP8:Metropolitan Starlight (cbp)                                        hosted                                           write-up & score

i don't play DM, I don't review cbp maps I've participated in. if you have the bug, feel free to submit a review for these hosted projects
Title: Re: Reviews and Submissions
Post by: Merlijn on July 31, 2012, 09:48:18 PM
I'm not sure if anyone still plays DM, you could always write a small review based on design and layout.

As for the CBP's: I'd be willing to review them, but I also contributed to each of them and witnessed their progress so I can't be objective. Maybe ask Gambini to write a review for CBP8?

Title: Re: Reviews and Submissions
Post by: Forge on July 31, 2012, 10:05:13 PM
I'm not sure if anyone still plays DM, you could always write a small review based on design and layout.

As for the CBP's: I'd be willing to review them, but I also contributed to each of them and witnessed their progress so I can't be objective. Maybe ask Gambini to write a review for CBP8?

I'd have to know something about playing DM maps to be able to tell if they're set up proper. I've never played DM. The map may look nice, but play horribly.

I don't care who reviews the CBPs, but I'm not touching them with a 10 foot pole because of objectivity issues.
Title: Re: Reviews and Submissions
Post by: Forge on August 10, 2012, 04:33:20 PM
Actually, I also noticed that EDF Computer Base has a higher score than The Space Mission, I'm shocked at this, but that's a point for another thread.

If you look at the score break down you'll see space mission scored higher in game play/design, but edf computer base scored higher in texturing/shading & ambiance. 

When I do a review I enter it "cold". I don't look at other people's reviews of the same map, I don't look at the scores of the mapper's previous projects. I may remember standout parts from some of their maps, but don't ask me what score I gave it if I played it more than a week ago.

I call 'em as I see them at the time I look at them.


on a sidebar; i feel the same way about a couple of my maps. I can't believe the first piece of shit i made scored over 80, and the last piece of shit out-scored the two maps before it.
Title: Re: Reviews and Submissions
Post by: High Treason on August 10, 2012, 06:21:13 PM
It's not an issue anyway, there's only one point difference.

I'll just try to make something that will score higher next time. :)
Title: Re: Reviews and Submissions
Post by: Forge on August 11, 2012, 06:27:31 PM
Looking forward to more of your work.  :)

The scores for the maps are only one person's perspective (in this case mine). That's why I encourage anyone interested to submit reviews, even for maps that already have one. They may see things differently. Let Puritan play the map, compare the reviews, then select the one better suited to represent the project.
Title: Re: Reviews and Submissions
Post by: Puritan on August 12, 2012, 12:08:43 AM
As stated, reviews are done and rated by one single individual, in this case, Forge.
I'm standing 100% behind his reviews!


Having said that, it's nothing wrong about two reviews ( or more) for a map.
The math would be pretty easy for calculating a score.
If you're not willing to do a review but still are whining about scores......please take it down to the beach ( with a jackhammer) and pour something up where the sun never shines....alright?

Title: Re: Reviews and Submissions
Post by: Forge on August 12, 2012, 03:48:40 PM
Only a certain few "whine" about the scores (High Treason not being one of them, just to make that clear). I find it amusing that they can spend the time and energy to vent their disagreements, but you won't hear a word out of them when asked to provide a counter-review.

I appreciate the vote of confidence, but leave the acting crazy bit to me, it doesn't suit you well  ;)
Title: Re: Reviews and Submissions
Post by: methy on August 22, 2012, 10:34:53 PM
heh nice, Sewage by Allen Page ! A classic for me, that will make me replay it some time.
Title: Re: Reviews and Submissions
Post by: Loke on February 09, 2013, 12:09:17 AM
Did a review of Akimbo's Slaughter House 2 earlier today. I plan on doing the whole trilogy, "The Quest", if the review is good enough.

Quote
Slaughter House 2 is, by the author "Akimbo's" own words, an ancient/medieval-themed map, the first in a trilogy, with some pretty damn impressive visuals considering the fact that it was released way back in December of '96, roughly a year after the release of the original game itself. Some might be put off due to this fact but as aforementioned the map is actually quite the visual achievement. If you'd look back at the majority of maps released back then you'd mostly find an plethora of ugly, uninspired masses of ugliness and dreadfulness much in vein of Duke!ZONE and its abominations of shovelware cousins.

Apart from its visual treat Slaughter House 2 is also fairly big so most newcomers could probably run through it from start to finish in a little less of half an hour, that is if you'd occasionally get stuck as so very much occurred during my playthrough. And that was definitely one problem I had; you'd find a switch and hit it but no indication of what it unlocked or opened up. Since there's no accompanied view-screen indicating what you just did you have to pretty much rely on either your memory trying to remember that locked door you stumbled upon a minute ago or do what most of players do when they get stuck: run around until you find it! Unfortunately this occurs all too often so if you're that type of player with a lack of patience you might want to take this into consideration.
Additionally there are some other issues regarding the texture work of a few areas most notably certain doors, specifically the locked doors. For an example one door use a texture that makes it look like a bunch of wooden crates stacked upon each other which may delude players into thinking that it's a blocked wall and not a door and thus increasing the frustration when they can't find the correct way. There are a few other odd texture choices throughout the map as well but the doors are what's most notable.

Unrelated to the above issues but nonetheless important was also a very notable lack of ambient sounds. Apart from the exceptionally dull DETHTOLL drumming away in the background the map was surprisingly silent apart from a few completely unnecessary staged sound effects and water fountains.

Despite these issues it's still a good map, no doubt about it. There are many sections in the map in which you can tell the author spent time and effort into most notably the shading and architecture. Areas are quite vast in scale without looking all too similar. During one point later into the map you come across a large maze in which you must navigate in order to find a switch to unlock a door. It actually works in a general sense and isn't as frivolous as it may sound while it fits pretty well into the medieval-theme of the map. Furthermore the shading is excellent and while the texture work is lacking in a few areas, i.e. unaligned textures are very abundant, it's not too much of an issue as the shading mostly make up for it.

As the rather literal name implies it is most definitely one big slaughter house with more than 200 enemies waiting for the inevitable death by Duke Nukem himself. Is it good then? Well, yes... more or less. Apart from the running-around-aimlessly there's not one single dull moment in this map. With monster hiding behind corners and walls you'd think it to be incredible difficult but no, actually, since there is an insane abundance of munitions and health packs lying about everywhere the difficulty never reaches any significant height so you're pretty much left blowing away monster with the standard shotgun/ripper/RPG combination. But is that a bad thing then? No, not really, it's still very fun mostly due to that the map has a high level of enemy diversity. It doesn't just rely on heaps of Enforcers but also Pig Cops, Troopers and Octabrains.
The only issue I had with the gameplay was that the final battle was set up kinda odd; you fight two bosses at the same time but you can actually lead both of them out of the chamber, get them stuck in a hole and venture on scavenging the chamber with ease. Due to this the battle is stupidly easy and anticlimactic.

Despite some annoying and rather unforgiving aspects this map is still a good romp through the early years of Duke Nukem 3D. If you like blasting away alien scums and can look past a lack of guidance this map is definitely worth a try.

Score: 70
Title: Re: Reviews and Submissions
Post by: Forge on February 09, 2013, 01:46:19 AM
nice write-up.

you should mention that you included screenshots in the attached zip to make Puritan's job of uploading the map a bit easier since he won't have to go capture them himself

again i'm trying to drum up someones interest to do reviews for the CBPs Suburban Hive, Surburban Hive II : Crimson Moon, & CBP8:Metropolitan Starlight. The maps are already hosted, but have no write-ups or scores. I shouldn't do them because I participated & it'd be like reviewing my own maps, but if you have the time and motivation, it would surely be appreciated.   

Title: Re: Reviews and Submissions
Post by: Loke on February 09, 2013, 01:57:19 AM
Unless someone else does it before me I'd definitely take a shot at it, but of course it depends if I can find the time. First I need to finish Akimbo's two other maps though.
Title: Re: Reviews and Submissions
Post by: Micky C on February 09, 2013, 05:04:15 AM
I doubt anyone else will do it, the Suburban Hive maps have been up there without a review for over a year.
Title: Re: Reviews and Submissions
Post by: Puritan on February 09, 2013, 09:36:57 AM
Thanks a lot, Loke  ;)
Uploaded.
Title: Re: Reviews and Submissions
Post by: Puritan on February 09, 2013, 01:03:28 PM
Arghantyl have done the Suburban Hive I  ;)
But if more people like to submit a review I wouldn't mind a "twin-review".
It has been done in the past.
Title: Re: Reviews and Submissions
Post by: Forge on February 09, 2013, 04:37:52 PM
twin reviews are great, but pretty rare. not many people have the review "bug".

it's just nice to finally have a review for that cbp after it's been sitting there for so long without one. 
Title: Re: Reviews and Submissions
Post by: Loke on February 09, 2013, 08:55:38 PM
Did the sequel earlier today as well. Screenshots are accompanied together with the map below.

Quote
The Vigilante, the sequel to Slaughter House 2 by Akimbo and the second map in The Quest trilogy, is a medieval-themed map much in the same vein as its predecessor. Released in the early months of '97 comes a rather impressive architectural level with a good attention to detailing and overall shading.

As with Slaughter House 2 The Vigilante takes place in an old medieval setting with the majority of it taking place indoors, though there are a few areas set outdoors but they're usually a bit confined and aren't particularly expansive while offering little in exploration.
While its predecessor had these grand and vast areas The Vigilante has played it safe and taken a step backwards in regards to this which is unfortunately a bit disappointing. As a result there are a few confined and cramped areas that'll make some of the encounters with certain monsters unnecessary thwarting.

Despite lacking these grand-esque locations The Vigilante is still a rather attractive level with some mighty good-looking and strong shading. Though lacking a bit in the texture department with unaligned textures it's not too distracting.

Just as with Slaughter House 2 there is a lack of direction when the player happens to run into a dead-end. Hitting a switch usually means trying to figure out what it just unlocked so in the end you have to pretty much scour the map until you find the right way. This is an immediate annoyance particularly when you feel that you've already dashed through the entire map numerous times. This is definitely the weakest point in the map just as with its predecessor as it slows down the gameplay transforming a rather enjoyable map to a crawl-and-seek type of map.

Keeping intact with the previous map an abundance of enemies are present here while a few hide behind doors and corners and attack when you least expect it. While in Slaughter House 2 enemies usually concealed themselves behind trapped walls here they rather frequently spawn around or behind you after stepping over a triggered line. This is more than often frustrating and might anger the player due to the unfair advantage of the enemy.
Otherwise Vigilante has some fun combat with tons of weapons and health packs scattered about and, as in the previous map, it's not overly difficult but balances itself without being too lenient.

Overall The Vigilante is a decent sequel to the otherwise superior first map in the trilogy. Not a bad map intrinsically but if you'd compare the two it falls a bit behind which is unfortunate. Nonetheless, if you liked Slaughter House 2 despite its shortcomings you will most likely enjoy The Vigilante as well.

Score: 65
Title: Re: Reviews and Submissions
Post by: Puritan on February 09, 2013, 09:17:15 PM
Thanks once again, Loke  ;)
No rest for me today it seems  ;D
Title: Re: Reviews and Submissions
Post by: Forge on February 10, 2013, 12:37:54 AM
Loke's on a roll.

Time for me to finally retire back to just being a player?  :)

No rest for me today it seems  ;D

'bout time you did something around here, slacker  ;)
Title: Re: Reviews and Submissions
Post by: Micky C on February 10, 2013, 12:59:16 PM
I can't believe you reviewed "Duke's Nightmare"  :P
Oh well, no harm done.

Title: Re: Reviews and Submissions
Post by: Forge on February 10, 2013, 04:49:03 PM
because of the map's elements or the person who made it?

the former: this isn't the only project to modify or use original levels. while minimal effort is put forth in creativity, at least they were honest about "borrowing"

the later: i can't argue with that
Title: Re: Reviews and Submissions
Post by: Loke on February 10, 2013, 07:53:35 PM
Did the final map (The Citadel) today as well. As usual screenshots are added together with the .zip.

Quote
The Citadel is the final map in the medieval-themed The Quest trilogy, by author Akimbo, and is arguably the best of the lot. Released roughly two months after The Vigilante it pretty much walks over its predecessor while rivaling Slaughter House 2.

Keeping in uniform with the two previous maps the author has kept both the architectural design of the map as well as shading very similar which is both impressive for its time as well as making it feel very consistent. Fortunately I didn't notice the all too much inconsistent texturing which plagued the previous maps so it's safe to assume that Akimbo spent more time on refining the textures this time around. While on the subject it is actually hard to point out faults in the design as everything is evenly constructed without looking too drab or dull apart for a few issues with the overall darkness in some areas. A few corridors, particularly those involving enemies are often pitch-black making it difficult to spot concealed monsters. This can very often be an annoyance especially if you're low on health when the enemy gets in a cheap shot on you while you're trying to navigate a prodigiously dark hallway.

The biggest issue with the two previous maps was the factor of getting stuck whenever you found a switch resulting in some amazingly annoying backtracking throughout the rooms and hallways. In The Citadel the issue still persists however I didn't find it that all too frustrating or even mildly annoying since most of the switches are conveniently located in near proximity of their parent door so you don't have to scour the entire map as before. Incidentally this is a good thing as it keeps the combat in high gear, one of the best features in the map, while still making you stop and think for a second.

And as for the combat then, is it still good as before? Oh yes, very much so. As mentioned the combat is the better part of the map. The enemy diversity is good as it doesn't rely on you fighting one single enemy for the duration of the map. Furthermore careful planning was taken into consideration when adding enemies as they don't just stand around in the open but stay behind walls and pillars or even concealed behind fake walls surprising the player when they activate a switch or do something similar. Fortunately, the spawning enemies near the players' proximity which were very persistent and vigorously irritating in the previous map, The Vigilante, are pretty much gone making the gameplay much more similar to Slaughter House 2.

The Citadel is a fine conclusion to The Quest trilogy. Overshadowing its weaker predecessor whilst being very much on par with and perhaps even surpassing the first map The Citadel is definitely worth a try even on its own. With some good and satisfying combat and fine mapping The Citadel is a good addition to the Duke Nukem 3D universe and well worth a try.

Score: 70
Title: Re: Reviews and Submissions
Post by: Puritan on February 10, 2013, 09:25:56 PM
Thanks again, Loke  ;)
Title: Re: Reviews and Submissions
Post by: Loke on February 10, 2013, 09:43:30 PM
Glad to help. I'll see if I can get some more done (of those Forge listed) this week as well. :)
Title: Re: Reviews and Submissions
Post by: zykoveddy on February 12, 2013, 04:39:05 AM
Duke's nightmare (E1L1 and E1L2 COOP remake with a few design differences) got 79, and Hasit (an all time classic with some great design ideas) got 76.

This totally makes no sense to me. Forge, could you please replay Hasit and maybe give it another rating? C'mon, that map clearly deserves another chance :'(
Title: Re: Reviews and Submissions
Post by: Gambini on February 12, 2013, 08:31:22 AM
Not sure about Hasit, I dont remember it. But sure, Duke Nightmare is overrated by like 78 points...  :o
Title: Re: Reviews and Submissions
Post by: Micky C on February 12, 2013, 10:44:01 AM
Guys don't forget, there's a user rating score. If you don't like the map, give it 1 star. When people see how low the user score is they'll pass it by.

And I know none of you have voted for it because it only had 1 vote when I had a look, and that's the automatically given 3  ::)
No point having a user rating system if people don't use it.
Title: Re: Reviews and Submissions
Post by: zykoveddy on February 12, 2013, 02:26:47 PM
Not sure about Hasit, I dont remember it. But sure, Duke Nightmare is overrated by like 78 points...  :o

If you haven't played Hasit, I recommended it. Sure it's not a masterpiece, but I was surprised by it's ideas and good level design. It's sure better than any E1L1 remake.
Title: Re: Reviews and Submissions
Post by: Forge on February 12, 2013, 04:03:27 PM
Forge, could you please replay Hasit and maybe give it another rating? C'mon, that map clearly deserves another chance :'(

Fine. I'll give it another look. It's been long enough where i can go into it cold and be impartial, but don't get mad if nothing changes.

It'd still be better if you submitted your own review, imo

and all the hate makes me want to re-evaluate duke's nightmare. should i also go back and re-evaluate all the other maps that used original levels as a base as well? Maybe I should auto-reduce 15 points from design for every map that uses something from other maps.



This is as harsh as I can get:

Duke's Nightmare

Texturing/Lighting-Shading: 6/10
Sprite Work/Detailing: 6/10
Ambiance: 6/10
Architecture: 17/20
Layout: 18/20
Gameplay/Design: 15/30
Overall: 68/100


This is as generous as I could get:

Hasit

Texturing/Lighting-Shading: 8/10
Sprite Work/Detailing: 7/10
Ambiance: 8/10
Architecture: 17/20
Layout: 18/20
Gameplay/Design: 26/30
Overall: 84/100

I'm not re-writing the summaries, and this is the last time i revisit these two particular maps. now it's on Puritan to update the review page.

At this point if you're still not satisfied with the scores then it's on you to submit your own reviews.
Title: Re: Reviews and Submissions
Post by: zykoveddy on February 12, 2013, 05:13:43 PM
The updated rating for hasit seems to be fair. Now I'm satisfied  :D
Title: Re: Reviews and Submissions
Post by: Gambini on February 12, 2013, 07:06:04 PM
Guys don't forget, there's a user rating score. If you don't like the map, give it 1 star. When people see how low the user score is they'll pass it by.

And I know none of you have voted for it because it only had 1 vote when I had a look, and that's the automatically given 3  ::)
No point having a user rating system if people don't use it.

I´m gonna giving You a one star rating  >:(
Title: Re: Reviews and Submissions
Post by: Loke on February 13, 2013, 12:08:06 AM
Okay, did a review for CBP 8: Metropolitan Starlight.

Quote
The Duke Nukem 3D community is a rather modest bunch of talented individuals consisting mostly of mappers from the early era of Duke Nukem 3D, so called veterans, as well as newer people with different set of skills. If you'd compare it to either the Doom or Half-Life community it'd find itself pretty much dwarfed. However, that's not necessarily a bad thing; with a smaller community most members know each other and from time to time they will get both their minds and strengths together to form an appropriately named community based level, more specifically a so called "Community Build Project". In this particular case ten members sat down and meticulously formed together one of the finest community based maps in recent years, the Community Build Project 8: Metropolitan Starlight.

The premise is, well... there isn't any real premise. Basically, aliens have, for some unexplained reason, invaded a starship housing a gigantic metropolitan. But as in most user maps they all share the same basic formula: merciless extermination. Yeah, it's Duke Nukem after all.

At heart, one might be unsettled by the massive sights that stretch across the immense skyscrapers and landscape of Metropolitan Starlight. Make no mistake, it is an enormous map with many locations to visit such as the streets of the metropolitan, a sewage facility, a police station, the reactor core area of the very starship as well as a stripper bar, an essential addition to any Duke Nukem 3D map, and a brisk train ride all accompanied by a phenomenal original soundtrack composed by Mike Norvak.
Most areas are either blocked off with a force field or a locked door requiring the corresponding key card. So essentially it's not particularly non-linear, i.e. you must follow the predefined route which the mapper set in order to continue, which may come as a surprise considering its massive size. As a result its replay value isn't as eminent as it could've been as you are pretty much required to follow the flow resulting in every subsequent playthrough being very similar each time.
Despite this however the flow is rather good as it seamlessly takes you from one impressive location to another as well as getting progressively harder.
Though you'll visit quite a few different areas all very diverse from each other the section that you'll spend most time at is the tall tower located in the very epicenter of the vast metropolitan. This also serves as a sort of hub area when you go from one sector to another. Moreover, this works great as a fallback if the player would happen to wander aimlessly throughout the city not knowing where to go or getting stuck at a certain part of the map.

As mentioned previously the map gets progressively harder the more sections you discover and explore culminating in an explosive and fierce finale. On the gameplay side of things Metropolitan Starlight is a rather difficult map with over 300 enemies to boot offering some really challenging combat to even the most hardened Duke Nukem 3D veteran.
Starting off with the most basic weapons you eventually receive the standard shotgun and ripper chaingun rather swiftly and can begin your alien extermination as you so please. Obtaining the bigger guns usually requires a bit of exploration, particularly at the beginning, and it is often worth the trouble getting there while a few are conveniently placed inside some rather cleverly obscure secret areas.
Whilst the diversity between the different alien classes are frequently high I had some generally annoying engagements with the chaingun-wielding Enforcer aliens; in short there were just too many of them. Since they possess the ability to damage the player in an instant with their chaingun, a so called "hitscan" weapon speaking in a technical manner, they can really start withering down your health fast. These guys are usually more suitable when placed in high alcoves jumping down and surprising the player when you least expect it. In Metropolitan Starlight however they overwhelm the player constantly and will most surely aggravate you just with their sheer number alone.

One of the stronger points of Metropolitan Starlight is its notably immense and beautifully crafted mapping. The texture work, while a bit drab and generic in a few areas, looks great overall resulting in some really impressive and distinct piece of work.
The map also makes good usage of the exclusive EDuke32 feature called True-Room-Over-Room, usually abbreviated as TROR. Due to this however EDuke32 is mandatory when playing the map. Unfortunately, due to the use of said feature the map do have some ugly visual glitches when playing in either the old classic 8-bit mode or the OpenGL rendering mode Polymost. As such the more recent and underdeveloped rendering mode called Polymer is recommended. In addition, a powerful computer with a more recent GPU, particularly a Nvidia card, is pretty much a requirement for it to even be playable. So if you're from the Middle Ages you might consider coming back when you've got a decent enough computer to run it unless you can look past the ugly visual glitches.
Either way, Metropolitan Starlight looks astonishing in Polymer. There isn't an overly extensive use of Polymer lighting effects so the framerate is rather acceptable even on an ATI card.

Though originally supposed to be a 1-week CBP, as in every member had one week to finish their part of the map, some issues hampered the project resulting in a long delay. But in the end what we got was a magnificent piece of work worthy of all admission. Incidentally the issues surrounding the delay were perhaps only of a positive nature resulting in a longer more polished release. Either way, Metropolitan Starlight is a must have for any Duke Nukem 3D fan despite its linearity and sometimes overwhelming enemy numbers. If you haven't already played it do so now, you won't regret it.

Score: 90
Title: Re: Reviews and Submissions
Post by: Micky C on February 13, 2013, 08:22:17 AM
That's a fair review.

Quote
There isn't an overly extensive use of Polymer lighting effects

Huh, if you followed the installation instructions the number of polymer lights should be approximately zero  ???

Trivia: CBP 8 was originally going to be covered with polymer lights as an option for the player, however it was cut early on when we realized no one would have a computer powerful enough to use them, and there were some creative differences over the placement of lights.
Title: Re: Reviews and Submissions
Post by: Puritan on February 13, 2013, 06:45:40 PM
Thanks once again, Loke  ;)
Title: Re: Reviews and Submissions
Post by: ck3D on February 25, 2013, 04:52:43 PM
Not sure about Hasit, I dont remember it. But sure, Duke Nightmare is overrated by like 78 points...  :o

Kind of late on this but I am happy to see Hasit mentioned, it is one of my all time favorite maps !
Title: Re: Reviews and Submissions
Post by: Gambini on March 05, 2013, 11:48:11 PM
My small 2hoursmyballs map has been reviewed!  ;D best timespent-rating ratio I ever got in a map. It lives scored 99 after about 1000 hours of work. This one did 81 in six hours, so 81/6 gives 13.5 points per hour of work, whileas 99/1000 gives 0.099 points per hour.

I think I´m done with complex maps :P
Title: Re: Reviews and Submissions
Post by: zykoveddy on March 06, 2013, 04:22:27 AM
just checked out the front page. Wow, I didn't know that Bob Averill have made a remake of Rott level. Pretty awesome for it's time, I liked some of the ideas. Is there exist any other Bob's forgotten levels?
Title: Re: Reviews and Submissions
Post by: Micky C on March 06, 2013, 10:26:20 AM
I really enjoyed that ROTT map by Bob Averil. Sure it's not the most detailed level but neither were the original levels. And it has a distinct ROTT feel, with original texturing that sets it appart from traditional Duke levels and lends to increased ROTT immersion, not to mention the gravity anomaly disks.

I got the impression from the review that Puriitan never played ROTT.
Title: Re: Reviews and Submissions
Post by: High Treason on March 06, 2013, 02:08:46 PM
I really enjoyed that ROTT map by Bob Averil...

I knew I forgot about something, I recieved a message from Bob a while ago, there was a BobSP that he never finished. I don't know wether I'm allowed to post it for anyone that's curious though.
Title: Re: Reviews and Submissions
Post by: Puritan on March 06, 2013, 02:17:00 PM
^Why don't you ask for his permission?
Or better, force him to finish it  ;D
Title: Re: Reviews and Submissions
Post by: Puritan on March 06, 2013, 10:57:08 PM
Man, Forge... :P
I was hoping that nobody remembered that map anymore.
My worst map by far.
Title: Re: Reviews and Submissions
Post by: Forge on March 07, 2013, 06:36:21 PM
the nice thing is; no matter how bad you think your worst level is, there's always something else out there to make it look like a masterpiece
Title: Re: Reviews and Submissions
Post by: Puritan on March 07, 2013, 06:38:19 PM
Yeah, tell me about it.
I've shuffled through most of that huge map-pack floating around on the web  :P
Title: Re: Reviews and Submissions
Post by: Gambini on March 08, 2013, 12:18:20 AM
the nice thing is; no matter how bad you think your worst level is, there's always something else out there to make it look like a masterpiece

lol
Title: Re: Reviews and Submissions
Post by: Forge on March 12, 2013, 07:32:01 PM
the site has hit the 450 hosted projects mark.

I still have just over 200 projects in que, so by the time the dust settles and everything is "caught up" there should be around 700 hosted projects as we wait for new releases and i dig around in my directories for gems & look at acceptable file sized TCs like platoon, starship troopers, etc.
Title: Re: Reviews and Submissions
Post by: ck3D on April 16, 2013, 01:55:45 PM
just had to say, i have developed the habit to check the front page of this site everytime i feel like playing a map, and everytime i do i always see a bunch of new maps uploaded and reviewed, just wanted to drop by and show some appreciation, thanks for all the hard work ! even from a casual player perspective (i don't play many maps anymore, but every once in a while i have my sprees), you guys are killing it
Title: Re: Reviews and Submissions
Post by: Puritan on April 16, 2013, 08:42:05 PM
Thank you for your kind words, Aymeric  :)
We're trying to be here for the Dukers around the world.
Title: Re: Reviews and Submissions
Post by: methy on April 16, 2013, 10:54:56 PM
Yeah even though I don't play that often anymore, you guys still succeed in surprinsing me especially with good-to-great oldies. I just played The Haunting for instance which is really good in itself even by today's standards and definitly great for 1997, although a bit short.
Title: Re: Reviews and Submissions
Post by: Forge on April 19, 2013, 07:49:14 PM
appreciate the appreciation  :)
Title: Re: Reviews and Submissions
Post by: quakis on April 20, 2013, 12:54:01 AM
Noticed that Discarded Stronghold is finally up here. Only things missing from are some old crap; this (http://dukerepository.com/maps/EDF_Overtaken_(Nuked1_Remake)) and this (http://taw.duke4.net/quakis_origin.zip).

Might also be preferable to have DS listed under my full name like my other releases for consistency in the listings.

(and tweak quakis with a lowercase q! cough cough [/super nitpick])
Title: Re: Reviews and Submissions
Post by: Forge on April 20, 2013, 01:06:24 AM
they've been in que. eventually they'll be selected at random from among the other 192 projects still sitting in the waiting to be done folder

i'll only play them in the immediate future if they're requested. I can do that if you like
Title: Re: Reviews and Submissions
Post by: quakis on April 20, 2013, 12:53:00 PM
There's no rush, so play them when you feel ready as usual. I just wanted to mentioned those two incase they might have been missed unintentionally, but seems not!
Title: Re: Reviews and Submissions
Post by: MSandt on May 11, 2013, 08:08:28 PM
HT's maps are undervalued here, except for the overvalued computerbase map.
Title: Re: Reviews and Submissions
Post by: Forge on May 12, 2013, 08:15:17 AM
HT's maps are undervalued here, except for the overvalued computerbase map.
and you undervalued Puritan's last map and a couple of undertakers maps, overvalued some of Sanek's maps and my maps (no offense Sanek - me & you are the first ones that came to mind is all)
nobody's perfect. definitely not me. especially not you

wheeeeee...isn't trolling fun?

i recognized all the hard work HT put into those kick ass tricks, but he left other areas lacking. i mentioned them when i provided feedback during beta-testing, but at some point he stated he wasn't worried about those things and this project was more focused on putting resources towards creating desired effects.
Title: Re: Reviews and Submissions
Post by: Micky C on May 12, 2013, 11:21:06 AM
Yeah we don't get that many maps out these days so every one counts, especially when they bring something new to the table.
Title: Re: Reviews and Submissions
Post by: MSandt on May 12, 2013, 12:42:20 PM
HT's maps are undervalued here, except for the overvalued computerbase map.
and you undervalued Puritan's last map and a couple of undertakers maps, overvalued some of Sanek's maps and my maps (no offense Sanek - me & you are the first ones that came to mind is all)
nobody's perfect. definitely not me. especially not you

I am perfect and as such any deviation from my ratings is imperfect.
Title: Re: Reviews and Submissions
Post by: Gambini on May 12, 2013, 02:11:15 PM
i recognized all the hard work HT put into those kick ass tricks, but he left other areas lacking. i mentioned them when i provided feedback during beta-testing, but at some point he stated he wasn't worried about those things and this project was more focused on putting resources towards creating desired effects.

I agree with Forge on this one. The map seems well done and all but it´s lacking charm in design and that makes it just a good map. I notice the fear of the maps becoming scarce with the time has been pushing reviewers to raise the rating average even more. 94 is 6% away from perfection. That´s the ultimate overrating.

With the exception of my maps, which should need three digits ratings. Many many things are being overrated these days.
Title: Re: Reviews and Submissions
Post by: methy on May 12, 2013, 03:09:51 PM
Your maps are the most overrated ones out there.
Title: Re: Reviews and Submissions
Post by: MSandt on May 12, 2013, 03:23:23 PM
I notice the fear of the maps becoming scarce with the time has been pushing reviewers to raise the rating average even more. 94 is 6% away from perfection. That´s the ultimate overrating.

There are just 16 possible scores for Hot Maps; that's what makes it seem that those scoring, say, 94 out of 100, are overrated. But, as always, it's not the scale itself that matters but the map's relative position.
Title: Re: Reviews and Submissions
Post by: Gambini on May 12, 2013, 05:02:44 PM
Your maps are the most overrated ones out there.

Nah. Actually, reviewers would need to lower all other maps 10 points just to actually reflect the supernatural quality of my maps. ;)
Title: Re: Reviews and Submissions
Post by: Forge on May 16, 2013, 04:07:23 PM
Maybe when I deplete my reservoir of projects waiting to be done, I might go back and re-assess some items. Sunshine Complex and Last Pissed Time are a couple at the top of that list.

Title: Re: Reviews and Submissions
Post by: DavoX on May 22, 2013, 06:01:58 AM
I don't know if I ever released "Chili factor" but if I did you should definitely give it a go :D
Title: Re: Reviews and Submissions
Post by: Forge on May 22, 2013, 02:49:14 PM
I don't know if I ever released "Chili factor" but if I did you should definitely give it a go :D
i remember asking for it a long time ago, but you said there were things that you wanted to do it first....and that was the last i heard about it.
you gave it out to a few friends, but there was never a real public release.


i don't know where i got it, but i found the updated 2008 version in the map bog on my HD

i'll toss it in my que folder and give it a whirl when it pops up in the rotation
Title: Re: Reviews and Submissions
Post by: DavoX on May 22, 2013, 07:37:35 PM
Thanks man :) It came out before BAE remake when Gambini and I used to share maps via actual letters and floppy disks  :D
Title: Re: Reviews and Submissions
Post by: Micky C on June 16, 2013, 04:30:21 AM
What's up with that NewGlory map uploaded and reviewed? From the photos it looks like a total piece of garbage, even using the default ugly brick texture as a floor  :o
http://www.scent-88.com/reviews/N/newglory/newglory.php
Title: Re: Reviews and Submissions
Post by: Forge on June 16, 2013, 04:49:03 AM
kinda not fair to judge it strictly by the screen shots - i wouldn't play it just by looking at those, but the review claims it might be interesting if you're into heavy combat styled gaming. you should give it a run through first so you can make more accurate and meaningful criticism.

but on the surface.......
same thing that's up with Supa2 i suppose
http://www.scent-88.com/reviews/S/supa2/supa2.php

if a mapper made a decent map at some point then everything they released gets archived so you can see their progression. kinda like one of those time capsules you bury in the ground then dig up a decade later to see what's changed.

In this case you can see how he improved in just seven months from New Glory to his next map Volcano Isle

doesn't really matter. i say in about 200 more old single player map releases we'll be out of almost all the quality projects and be scraping around for anything playable. so enjoy the next year while you can, after that it's old TCs and mediocrity with an occasional gem.

i suppose at that time i can review all that stuff ck3d posted up a little while back, I also have a handful of Gambini's old stuff

Title: Re: Reviews and Submissions
Post by: Puritan on September 27, 2013, 12:32:25 AM
Since Forge has stepped back for a moment to take care of real life there will be no reviews coming from him for a while.
Now, I'm not a reviewer as you might have understood.
I only do a quick DNR styled write up of oldies that I'm familiar with ( got piles of old maps on my HD ready for uploading).
In addition to that I spend parts of my spare time behind the scene with this site already.


If anybody feels like submitting a review you're welcome to do so.
I can promise that I'll upload 'em up as fast as possible  :)


Of course, I'll upload releases to our server with or without reviews.
I feel truly sorry for you who want a review for your released map but it's better for everybody that I keep away from new releases.
( I did a review for a recent map but when I compared it to another review on the web I realized that my score was more than ten points lower.....so I threw it in the thrashcan)
Title: Re: Reviews and Submissions
Post by: Forge on October 08, 2013, 04:36:15 PM
i don't feel obligated to look at new releases, they get tossed into the que folder with the rest of the todo reviews. I'm in no rush to get any of them done.
since there's only X number of Duke projects, I'll get to them when i get to them.
if someone wants a specific review done within a certain time-frame, they can ask.
the upside to my lackadaisical attitude is that their project will get fresh exposure sometime in the future, and the site will have an extended influx of uploads before the bottom of the barrel is scraped and the site becomes "dead" like MSDN (having to wait on new releases, focusing on other games,  or rehashing old reviews onto the front page during times of inactivity).

i don't know how many hits this site gets, but the minimal amount of tangible activity on the board makes my admin job negligible
if you want to "fire" me for lack of competence and replace me with someone more active and enthusiastic (like MickyC) I'd agree with your decision, and it won't affect my willingness to sporadically submit reviews when i feel like it

edit: i'm going through a rough patch and i feel like a dickhead for encouraging you to start up this site with my full support then i just walk off leaving you hanging
Title: Re: Reviews and Submissions
Post by: Micky C on October 09, 2013, 01:21:09 AM
Luckily there aren't that many new releases coming out. And yet I still never have enough time to play them...
Title: Re: Reviews and Submissions
Post by: Puritan on October 09, 2013, 07:57:54 AM
On top of everything: My comp has imploded, so there will be no updates at all in the near future.
I can't afford to fix it / buy a new one atm.
Close to Christmas is my best guess.
Title: Re: Reviews and Submissions
Post by: Micky C on October 09, 2013, 11:51:22 AM
Sorry to hear that. How are you posting then? Phone?
Title: Re: Reviews and Submissions
Post by: Puritan on October 09, 2013, 02:58:53 PM
No, I'm logged in from work  ;D


But I can only peep in here for a quick glance in between my tasks.
Can't access database or any other update features on CGS server though  :'(
Title: Re: Reviews and Submissions
Post by: Forge on October 09, 2013, 03:15:31 PM
i have my M4A78LT-M-ASUS motherboard sitting around if you want it
has onboard video card
can include amd phenom II x2 560 black series cpu that can be unlocked to four core and oc'ed easily to 3.8 stable
have oem windows 7 disc that goes with it (you may have to figure out how to run sysprep.exe on your hard drive to get rid of the old drivers or you may get conflicts)

you'll need your own harddrive, powersupply and ram (those i don't have any extras)

not the newest or best, but better than nothing and can hold you over until you can afford a decent replacement
Title: Re: Reviews and Submissions
Post by: DavoX on October 09, 2013, 10:37:01 PM
It looks like the DNF DLC will have to wait until christmas then :P
Title: Re: Reviews and Submissions
Post by: Micky C on October 10, 2013, 12:54:15 AM
It looks like the DNF DLC will have to wait until christmas then :P

Yep. Christmas 2014  ;)
Title: Re: Reviews and Submissions
Post by: Puritan on October 11, 2013, 06:20:47 PM
Hah....Christmas comes early this year.


A colleague of mine brought me an old comp to pick spare parts from.
Looks like it's working  ;)
Title: Re: Reviews and Submissions
Post by: Forge on October 12, 2013, 06:03:11 AM
and what did she want in return that we shouldn't be telling your girl friend?  ;) 8)
Title: Re: Reviews and Submissions
Post by: zykoveddy on November 02, 2013, 06:08:56 PM
http://www.scent-88.com/reviews/E/e1l10a/e1l10.php

This is really weird. The review is basically a description of E2L10 from Duke 3D, and the screenshots are obviously taken from there, but I downloaded the map and it's nothing like that. The map from zip file is made in 1997 by The Master, judging by the signature, and it looks pretty cool actually.

(http://cs616620.vk.me/v616620872/154c/GkWRbkBShhg.jpg)
Title: Re: Reviews and Submissions
Post by: Puritan on November 02, 2013, 07:28:16 PM
It's not weird....only me shuffling files back and forth behind the scenes  :)
Obviously this one wasn't for public eyes yet. It's just something I'm fiddling around with.
Title: Re: Reviews and Submissions
Post by: MSandt on December 04, 2013, 02:18:03 PM
The map posted on the main page as "Moonland" by Nick Celender is "V5" by Ryan Isenberg. Get the real version here: http://dukeworld.duke4.net/classic%20dukeworld/maps/u-z/v5.zip
Title: Re: Reviews and Submissions
Post by: Puritan on December 04, 2013, 06:00:51 PM
Well, I'll be damned...?


Thanks Mikko  :)
Title: Re: Reviews and Submissions
Post by: Forge on December 04, 2013, 06:04:51 PM
I missed it. Did somebody steal someone else' work and call it their own, or were the review/screenshots and map mismatched?
Title: Re: Reviews and Submissions
Post by: Puritan on December 04, 2013, 06:25:55 PM
Looks like something have gone wrong at a point in the past.
Dunno if this is thievery or not.


I think the zip file is inside that huge map pack floating on the web.
Anyway, I've attached the zip file that I'm having on my HD.
Title: Re: Reviews and Submissions
Post by: MSandt on December 04, 2013, 08:52:37 PM
Yes, I too originally downloaded & played the map as Moonland (back in 1998) but it's V5 by Ryan Isenberg, no question about that (see Hive Duke for a very similar map).
Title: Re: Reviews and Submissions
Post by: Forge on December 05, 2013, 06:33:06 PM
i can see where there's confusion since that moonland map "by" Nick Celender is also in the classic Dukeworld site
http://dukeworld.duke4.net/classic%20dukeworld/maps/k-o/moonland.zip

it's obviously V5

the Nick version zip file has a set of "generic" non-matching dates for it's files like what you would find on one of those "500 greatest Duke Maps" CDs that used to flood the market for a cheap buck.

My guess is that this is where the file originally came from and the template and map were mismatched together in confusion over the moonland.map file name (there are old versions of V5 that use moonland.map instead of V5.map - it's why the title is called V5(moonland) even though it doesn't mention the moonland moniker in the template)
 
Title: Re: Reviews and Submissions
Post by: Micky C on December 06, 2013, 02:24:09 AM
So it's just a simple case of file mixup of files? No stolen work?
Title: Re: Reviews and Submissions
Post by: Forge on December 06, 2013, 05:26:12 AM
It's hard to know for sure. One template (Ryan) describes the crash landing at the beginning, the other (Nick) describes a lot of wall cracks. They both can fit the map. It could be stolen - that was back in ('97) the dialup days and there weren't many stable or well established Duke sites (tripod, aol, freehostingwhatever,etc). Collecting and distributing maps was happening, but there wasn't alot of intense scrutiny or reviews, so thievery would have been easier to get away with. Ryan could have used Nick as an alias for some reason. The only way to really know for sure is to find an original copy of Nick's moonland.
All i can say is the time stamps for the files in Nick's zip smack of crappy CD compilation.
Title: Re: Reviews and Submissions
Post by: Loke on December 24, 2013, 09:25:37 PM
Another review I did today after finishing my recent map projects. I'll probably do the sequel tomorrow or something. Screenshots are in the .zip file.

Quote
Hexhouse is the first map made by author Aaron Barber released back in '96. It's quite a large level, on par with The Abyss from the original game, and offer quite a decent amount of playtime.

Hexhouse isn't something you'd normally expect from someone who's never released anything prior to it, i.e. it's not a complete pile of shit. As mentioned the level is large with a lot of hidden passages and secret rooms for the player to discover. One path leading to another is occasionally broken up with multiple passageways giving the level a much more non-linear progression. Rooms aren't built just for the sake of it but actually contain value items so exploration is a very rewarding experience.
The map, however, isn't much of a challenge even for the lesser experienced Duke player. Even with around a hundred enemies to kill you will pretty much blast through it in about half an hour with most of that time spent exploring the map and finding your way through the canyon and comically large house.

While Hexhouse generally look good there are a few oddities regarding texturing which is a bit sloopy from time to time with either unaligned textures or questionable placement of textures that look really out of place for such an environment.

Hexhouse is a fine example that not every first release is a complete waste of time. If you're a sucker for canyon-themed maps this one is definitely worth checking out.

Score: 75
Title: Re: Reviews and Submissions
Post by: Puritan on December 25, 2013, 12:04:56 AM
I'll put it up tomorrow.
Thanks a lot and a Merry Christmas, Loke  :)
Title: Re: Reviews and Submissions
Post by: Loke on December 25, 2013, 12:15:11 AM
Thanks a lot and a Merry Christmas, Loke  :)

Likewise!
Title: Re: Reviews and Submissions
Post by: Loke on December 25, 2013, 06:42:24 PM
Alright, as promised, here is Dark Gate. It's the sequel to Hexhouse. Don't know if the author did any more after this.

Quote
Dark Gate is the sequel to Aaron Barber's first release which went by the name Hexhouse. Dark House follows its predecessor in a similar fashion with large rooms and a lack of enemies, however, rather unfortunate, it also replaces the non-linear design that was very prominent in Hexhouse for a more standard linear type of progression. In a way it's less impressive but also a bit more interesting due to its more varying locations.

While it is more linear compared to Hexhouse, Dark Gate still manages to offer a solid experience with its interesting form of progression. While early on it's basically your usual wading on through huge corridors and big open spaces while killing enemies later on you'll come across two locked doors which need to be opened after finding their corresponding key card. Finding these key cards however is the fun part of it as they're both located in these strange and illusive places.

As with Hexhouse, however, Dark Gate is not without its problems. Texturing is sloppy like its predecessor with some odd texture placements. Furthermore, for some reason, most of the sectors which use the water texture aren't actually tagged as water sectors so they behave like a piece of solid ground. I don't know if this was just an oversight of the author or if he actually thought it was a good idea. So think twice before actually making a leap of faith into what you think is a pool of water.
Sadly, Dark Gate also manages to be even easier than Hexhouse with only about 70 enemies to boot on a fairly large map with lots of ammo. Also, don't expect any difference between the difficulty settings as the enemy count is the exact same across all of them. But to put some light into it enemy variation is good as you will combat most of the enemies that the game has to offer including mini-battlelords and a mini-overlord.

Unfortunately, Dark Gate is a bit lacking due to getting rid of the big open non-linear design from Hexhouse and for being just too easy. There's just not enough "oomph" to say the least. But still it's worth checking out on a boring and rainy day when you got nothing better to do.

Score: 70
Title: Re: Reviews and Submissions
Post by: Puritan on December 25, 2013, 07:03:00 PM
Thank you, sire  :)
Properly uploaded.
Title: Re: Reviews and Submissions
Post by: MSandt on December 25, 2013, 09:29:52 PM
Aaron Barber is a professional mapper (HL2, Portal,...) these days btw.
Title: Re: Reviews and Submissions
Post by: methy on December 26, 2013, 01:52:37 PM
Cool. So that makes at least 3 duke mappers who turned pro mappers at some point! There was also  Enric Alvarez (Lem series) I believe and obviously Robert Travis
Title: Re: Reviews and Submissions
Post by: Forge on December 26, 2013, 03:59:41 PM
What does DavoX do?
iirc he is (was) in that industry or something related to it
Title: Re: Reviews and Submissions
Post by: MSandt on December 26, 2013, 05:14:09 PM
Don't forget C3PO.
Title: Re: Reviews and Submissions
Post by: Loke on December 26, 2013, 06:34:51 PM
What does DavoX do?
iirc he is (was) in that industry or something related to it

Level designer I believe.
Title: Re: Reviews and Submissions
Post by: methy on December 26, 2013, 07:09:18 PM
Where did C3PO work?
Title: Re: Reviews and Submissions
Post by: MSandt on December 26, 2013, 11:32:09 PM
Where did C3PO work?

http://www.magnarj.net/

If you have HL2EP2, you should definitely check out his Mission Improbable.
Title: Re: Reviews and Submissions
Post by: Gambini on December 27, 2013, 12:03:32 AM
The other day I was talking to this guy I know from the hl2 world and he told me that C3PO now works on Valve, he did some maps for CSGO at least, so maybe we played his maps the other day hehe.
Title: Re: Reviews and Submissions
Post by: Loke on January 02, 2014, 08:09:47 PM
Another map called Mega Plaza Shopping Center. Thought it was a great map. Actually played it before in the Duke Attrition mod but this is the first time I tried it in vanilla.

Quote
Mega Plaza Shopping Center is a large city-themed level built entirely by Andras Piroska. It focuses on a shopping center located in the city of Los Angeles which was recently overrun by aliens and it's up to Duke to clean up the place and then get the hell out of there before it blows up in a fiery blaze.

Mega Plaza focuses a lot on its non-linear gameplay which relies heavily on finding well hidden key cards. Finding the first one is actually the tricky part and definitely my favorite moment in the map. The areas a very well constructed in a sense that you can very easily see the key cards but they're either hidden behind an indestructible glass window or a fence blocking your path, a "so near and yet so far" moment if there ever was one.
Scouring the map for cards isn't the only highlight of the map. Exploring the map for every nook and cranny is another great moment that the map has to offer. Cleaning up every room isn't necessary however, but it's definitely recommended and very rewarding since they house a lot of goodies that will help you along the way.

Starting off Mega Plaza can be a bit challenging since ammo is a bit scarce and you have to look around for it. Nonetheless, with that said, it's not a particularly hard map despite the hectic brief introduction and a few nasty but well designed ambushes mostly due to the abundance of health packs.

If there was something that I'd criticize it'd be that while the map certainly looks good the shading leaves a lot to be desired. Frankly, a lot of areas look a bit drab due to the lack of good shading resulting in a very bright environment. One would might argue that of course it's bright, it's a shopping center and yeah, you're right, but this is also a building that's been overrun by aliens. Think of sections of the building with poorly lit rooms or hallways with aliens lurking around corners. I'd preferred if the author could've experimented a bit more with the shading but I also understand the style that he went with. Don't get me wrong, it's not a major issue just a bit unfortunate when the rest of the map is so solid.

Overall Mega Plaza Shopping Center is an excellent map well worth your valuable time. Piroska pretty much nailed everything that makes a Duke Nukem 3D map good, be that the well balanced combat or non-linear design that isn't overwhelming. Definitely check it out or Duke will go medieval on your sorry ass.

Score: 85
Title: Re: Reviews and Submissions
Post by: Puritan on January 02, 2014, 08:32:22 PM
Man, this is weird.
I had "Mega Plaza Shopping Center" almost ready for an upload myself  :o


But of course, you guys first.
I'll upload your review.
And you get to be the map number 600 contributor too  :)
Title: Re: Reviews and Submissions
Post by: Loke on January 03, 2014, 04:42:31 PM
Thanks. I got another one from Piroska. :)

Quote
Underground Base is a canyon/hi-tech-themed map by Andras Piroska. The basic premise revolves around an underground base that has lost contact with the outside world and it's up to Duke Nukem to figure out what happened.

Underground Base isn't particularly ambitious nor great but what it do offer is a solid 15 minute romp through a decently constructed hi-tech base. The shading is occasionally a bit wonky; some areas look good while others seem to lack any form of shading at all. Texturing leaves a lot to be desired with a lot of odd texture choices (using a hi-tech crate texture for walls, really?) but overall it does a good enough job of depicting some sort of base.

Unfortunately, one of the weaker aspects of the map is also the combat. You'll be granted a big arsenal of weapons and explosives early on from one of the supply rooms which is almost enough to stomp through the map with minimal effort. On the bright side you do get a lot of different colored enemies but sadly they're quickly eradicated by Duke's explosive armament.
Ultimately, you pick up the Devastator weapon and from there on out you're pretty much unstoppable which also, towards the end, makes short work of the big guy waiting for you.

Underground Base is a bit uneven especially when compared to Piroska's clearly superior release "Mega Plaza Shopping Center". It's not a bad map, definitely not, but it's also not great. You might enjoy it, who knows. I just expected a bit more.

Score: 65
Title: Re: Reviews and Submissions
Post by: Puritan on January 03, 2014, 05:51:10 PM
Thank you once again, Loke  :)
Title: Re: Reviews and Submissions
Post by: Forge on January 30, 2014, 10:57:42 PM
there's an updated version of Lara Croft's house that was released in '99. supposedly it improved multiplayer
Title: Re: Reviews and Submissions
Post by: LeoD on May 08, 2014, 04:22:46 PM
The Library map reviewed here (http://www.scent-88.com/reviews/L/lib/lib.php) is a modified version of LIBRARY.MAP contained in Sunstorm Interactive's Duke Xtreme (same layout, pickups modified).
Title: Re: Reviews and Submissions
Post by: Puritan on May 08, 2014, 05:40:07 PM
^Thanks for that info.
Now, I'm not sure if I will add Sunstorm as author.
Might get me in trouble with all kind of copyrights.


After all, it was somebody who actually released this map somewhere back in time.
Title: Re: Reviews and Submissions
Post by: Forge on May 08, 2014, 06:02:08 PM
The Library map reviewed here (http://www.scent-88.com/reviews/L/lib/lib.php) is a modified version of LIBRARY.MAP contained in Sunstorm Interactive's Duke Xtreme (same layout, pickups modified).
I have at least four different versions of this map
the one hosted here
one dated 9/21/99
one dated 1/10/04
one dated 2/19/97

and not one template or watermark with some author identification to be found
that's the stuff that makes me shake my head - make your own map or at least give credit to the person/entity it was taken from
Title: Re: Reviews and Submissions
Post by: LeoD on May 08, 2014, 09:59:55 PM
I have at least four different versions of this map
the one hosted here
one dated 9/21/99
one dated 1/10/04
one dated 2/19/97
My version is dated 1997-02-03, the accompanying LIBRARY.TXT is 1997-02-19. Therefore I assume the last entry on your list being identical to mine (93690 byte). Robert Travis used to sign his maps, so LIBRARY.MAP is supposed made by a Sunstorm mapper who is not RT.
Title: Re: Reviews and Submissions
Post by: Forge on May 09, 2014, 12:44:10 AM
i found the one dated 97 with a text file, but just a minor map description:

Library - DM

A DukeMatch in a small library. A central, stacks area provides an arena, while side galleries allow for ambushes. 4 hidden areas.


it's in the same format as other sunstorm DM map texts, but didn't have the Sunstorm monicker. I think that's typical though, some did, some didn't include the name.

this is the template i have with an old version of Anslem X:

Anslem X - DM
by Sunstorm Interactive

Anslem X is the acclaimed Dukematch level based on the popular single player version Anslem. Anslem X won the esteemed TEN level design contest, and was named the best Dukematch level ever!


this is the template for under ice by sunstorm:

Under Ice - DM

Ice fishing Duke Nukem Style.  Features several icehouses, a cabin and other goodies, perfect for match play.


my gripe is the later editions of Library probably weren't done by Sunstorm and no credit was given to them for borrowing/modifying their map
Title: Re: Reviews and Submissions
Post by: methy on May 09, 2014, 12:25:54 PM
I had no idea Library was made by a Sunstorm member. No wonder why I love it so much :p (at least the version I know of it, the one on DNR; the modified version is horrible)
Title: Re: Reviews and Submissions
Post by: Micky C on August 09, 2014, 04:15:14 AM
The screenshots for Dukecraft don't have the new colour palate which makes all the colours look much, much more vibrant. Is there a chance of this being fixed?
Title: Re: Reviews and Submissions
Post by: Forge on August 09, 2014, 05:40:24 AM
his template didn't specify which renderer to use, so i played it in 8bit.

you can play it in 32bit, take some screenshots, email them to Puritan, and ask if he'll change them out.

a ) i don't feel like playing it again just for screenshots when i have other maps on my plate to do that use up my free time.
b ) you have just a good a chance as i do to convince Puritan to re-upload fresh screenshots
Title: Re: Reviews and Submissions
Post by: LeoD on September 09, 2014, 12:55:46 AM
The download link of "Bob Deathmatch 1" by Bob Averill points to dukeprox.zip.
Title: Re: Reviews and Submissions
Post by: Puritan on September 09, 2014, 04:45:02 PM
The download link of "Bob Deathmatch 1" by Bob Averill points to dukeprox.zip.


Fixed.


Thanks  :)
Title: Re: Reviews and Submissions
Post by: Forge on September 11, 2014, 01:55:37 PM
You know I rarely ever drink, and when I do it's usually not enough to make me loopy. If you'd provide me an access point to bunge uploads these things wouldn't happen as often as they do.  ;)

(http://www.scottcarper.com/images/glug_glug.jpg)
Title: Re: Reviews and Submissions
Post by: Tgreyhair on February 01, 2015, 12:27:55 PM
Hi everyone

Is this the right place to submit reviews for user maps, I found some of the user maps don't have a review yet so I thought I do one myself for the map Zero, a deathmatch one.

http://www.scent-88.com/reviews/Z/zero/zero.php

Here's the review here.

An interesting deathmatch level, one that may of been overlooked as being not that good a level, I think it's a good level as it's meant as a deathmatch. It has a few interesting places to explore such as the skate park, library and many other places also on your first attempt you probably will not of discovered everything about this map but despite this the map is somewhat small but do not let that put you off. One area will remind you of the very famous level three (Death row) church area where you can hide behind one of the glass panes, mind you this could be unfair to your opponents. You can have upto eight or probably more players but I would recommend three at most as things do get a bit crazy. There is small hiding places you can use also do not forget to get to the Center of the map where you can find the skeleton face and once you jump into the eyes you will find some guns. If ever there was a game of hide n seek this would be an interesting map to do it in, not too big, not too small.
 
For it being a deathmatch, it's a rather good map as you have your weapons, plenty of areas to explore and plenty of killing. (Duke loves to kill people) make sure you give this one a try if you like your deathmatch.
70% score   
Title: Re: Reviews and Submissions
Post by: Puritan on February 01, 2015, 02:36:50 PM
Thank you, Tgreyhair  :)
Your review is uploaded.
Title: Re: Reviews and Submissions
Post by: Tgreyhair on February 01, 2015, 09:47:03 PM
Thanks Puritan.  8)
Title: Re: Reviews and Submissions
Post by: Tgreyhair on February 02, 2015, 01:41:08 AM
Here was another review I had but it's a map I don't think is popular.

http://www.scent-88.com/reviews/O/omega/omega.php

Omega is a deathmatch level that has a few areas to explore but do be careful not to fall off the structure. It has its share of hidden places but nothing special, It can get confusing going through the teleporters but that's what it's all about, that way you can trick your opponents. There are one or two hidden places to explore but nothing special again in that regard. It might not work that well with computer bots as the bots tend to walk off edges as it tends to be something they do not recognise because of the A.I.

The bad could outweigh the good because it can be a very difficult setup to play against a human playing but do give it a try for a quick dukematch. Watch your friend fall to their death once you trick them in this map.

41% score

(Would this be okay to upload?)

Many thanks.
Title: Re: Reviews and Submissions
Post by: Puritan on February 02, 2015, 06:03:53 PM
(Would this be okay to upload?)

Many thanks.


Of course it's okay.
Thank you very much for your review.
Title: Re: Reviews and Submissions
Post by: Tgreyhair on February 03, 2015, 09:05:46 PM
(Here's a third review for a map I decided to do. The map is Arene)

http://www.scent-88.com/reviews/A/arene/arene.php

This deathmatch map will get you straight to the action no waiting long or looking around the map for too long as most of the action takes place in the arena. The architecture in this map is very good as it represents a somewhat Roman or Greek style amphitheatre with a few differences such as your two teleporters where you could maybe perform a few tricks on your opponents. In my own view I would say that this map would work well if it was only two players but you can have upto eight players or more but that would make the game very crazy as it's only a small map. The arena sometimes may not be the best place to be as a lot of the goodies are up on the higher section where you can find jetpacks, more atomic healths and plenty more goodies.
 
Apart from the design of the map being good its a rather small map that might probably have taking the score down, If you do not want a map where you are searching for ever to find your opponent then this is the map for you and your friends. It works well playing against a computer.
 
Have to give credit to the architecture,it is well designed.

65%   
Title: Re: Reviews and Submissions
Post by: Puritan on February 04, 2015, 08:12:30 AM
Added.
Thank you, sire  :)
Title: Re: Reviews and Submissions
Post by: Tgreyhair on February 12, 2015, 01:25:08 AM
I might post a couple more reviews, Here's one of them for the Scrapper.

(Scrapper)

http://www.scent-88.com/reviews/S/scraper/scraper.php
 
Deathmatch only
 
This is one of the old 90s maps that sort of has that shrapnel city edge to it. There is plenty of places to hide including one that is opposite the duke (lunar apocalypse sign or poster) you can walk through one wall and trick your friends by shooting them when they walk by.  The level itself has a lot of steps and a lift so you can plan what tactics you want to do such as pipe bombing the lift (etc). One area in this map contains an area where you can heat up food, somewhat like the (Raw Meat) level from shrapnel city. Don't forget to pick up the yellow freezer gun.   
 
Many different areas to explore thinking from the perspective that it is only a deathmatch, I can see this might actually be not a bad level for a quick fight with the computer bots or friends. 
 
Score 68
Title: Re: Reviews and Submissions
Post by: Tgreyhair on February 12, 2015, 02:06:52 AM
Here's another quick one.

http://www.scent-88.com/reviews/G/gbar/gbar.php

(Gbar Map)
 
If you want to see what life is like for the spiders and flies, check this map out. Everything in this map is big but beware not to get lost inside the pool table. A unique deathmatch with guns and goodies everywhere, you will not know which way to turn. A lot of the action does usually take place on the pool table as I was battling it out with the bots. (Be careful not to get stuck behind the bar)
 
Make sure to get the jetpack as this will allow you to explore the vents up near the ceiling, you will notice RPGs and many other little things, health packs if I remember correctly.
 
If you love your dukematch give this map a try. Another thing I would like to say about this map is you do not get to see this level design technique getting used much in maps  where duke is in an oversized room. It might inspire a few of us to do the same thing in the future. 
 
I now know what it feels like to be a pool ball. 
 
Score 92
Title: Re: Reviews and Submissions
Post by: Puritan on February 12, 2015, 05:29:16 PM
Added, thanks  :)
Title: Re: Reviews and Submissions
Post by: Tgreyhair on February 17, 2015, 12:31:59 AM
Thanks for uploading Puritan.

Here's another review for the paintball level, an old map I think

http://www.scent-88.com/reviews/P/paint/paint.php

Paintball
 
A very old map from 1996 or 1997 but nevertheless an interesting one I have to say. Deathmatch is what this map is meant for but maybe this map is meant for another type of game mode, something such as capture the flag. The map has a few secret hiding places to explore including one place where you would be better off if you never visited it. The place is called (The Bank of Hell) as this place is like a deathtrap.
 
It has a few underwater places as well to explore, always good for finding weapons. Just as the map says it's very much like a paintball arena which would probably work well as a deathmatch where if you get killed that is you eliminated from the game. The two bases are Blue and Red with its own wall architecture.
 
A good map for duking it out.
 
73 Score
Title: Re: Reviews and Submissions
Post by: Tgreyhair on February 20, 2015, 02:02:21 AM
Here's another one again.  :)

http://www.scent-88.com/reviews/S/stadion/stadion.php

Stadion
 
A deathmatch level with a Olympic twist. This level has a few hiding places but make sure you get yourself out on the Olympic field as that is where the action takes place. When you stand on the podiums where they hand out the medals a few goodies appear in front of you including an atomic health. IT looks like a lot of work has went into making this map as the Olympic track looks neat also the other Olympic areas such as the long jump area looks not bad, I think Duke would beat any Olympic long jump record. There is an outside area which includes a lot of weapons and such like but it mostly leads back to the Olympic stadium where most of the fighting tends to take place. 
 
The reason I am giving this a high score is I think that this level could inspire many others who might want to take it a step further. An interesting deathmatch level and again another one that is unique in ways.
 
Score 81 
Title: Re: Reviews and Submissions
Post by: Puritan on February 20, 2015, 05:21:54 PM
Both uploaded.
Thank you for contributing  :)
Title: Re: Reviews and Submissions
Post by: anvil on February 25, 2015, 03:00:36 AM
Mega Plaza Shopping Center by Andras Piroska and Mallrats by Andrew Horne, both reviewed here, are basically the same map.
Title: Re: Reviews and Submissions
Post by: Puritan on February 25, 2015, 01:42:58 PM
Mega Plaza Shopping Center by Andras Piroska and Mallrats by Andrew Horne, both reviewed here, are basically the same map.


You're right.
I'll guess that the one by Andrew Horne is false.
The templates are quite similar.
Title: Re: Reviews and Submissions
Post by: Tgreyhair on February 28, 2015, 12:13:53 AM
Here's the Astral map review, many thanks for uploading.

http://www.scent-88.com/reviews/A/astral/astral.php

Astral
 
Astral is a deathmatch level with plenty of places to hide and also plenty of weapons, health pickups including the devastator weapon which is guarded by some trip bombs. Certain areas in this map can be destroyed such as the outside area with the satellite making a small hiding place where once you destroy the ground the satellite is standing on you can get the jetpack from the place below. The bridge above the green sewer water can get destroyed as well making whoever is standing there fall into the slime. The map has an underwater area to explore probably nothing special in terms of powerups (etc) but there are a few sharks waiting for duke as the sharks are very hungry. One area to fool your friend is the rotating cogs as you can fall to your death if you are not careful.
Title: Re: Reviews and Submissions
Post by: Puritan on April 19, 2015, 04:11:14 AM
I've fucked it up....
In the process of polishing stuff around here I accidentally deleted some information that I can't recover.
The author of the review for:

Xtermination (http://www.scent-88.com/reviews/X/xtermin/xtermin.php) is lost.

I sincerely hope you'll step forward and kick me in the nut sack.... :D
Title: Re: Reviews and Submissions
Post by: Loke on April 19, 2015, 12:46:28 PM
Pretty sure that's EmericaSkater since it uses the same review template for Retaliation (http://www.scent-88.com/reviews/R/retaliation/retaliation.php).
Title: Re: Reviews and Submissions
Post by: Puritan on April 19, 2015, 02:58:52 PM
You're right, thank you very much  :)
Title: Re: Reviews and Submissions
Post by: Loke on April 19, 2015, 03:51:29 PM
Your nuts are safe. ;D
Title: Re: Reviews and Submissions
Post by: Tgreyhair on August 08, 2015, 11:32:55 PM
Hi guys

That's me reviewed another map.

The map is called (Seven)

http://dukerepository.com/maps/Seven

   
A very atmospheric map with it having a yellow scenery attached to it. You can play the single player as the single player has a few enemies and if you can find the Protector Drone that can be your mission for the single player but this map is meant big time for dukematch. 
 
A few of the areas in the map is your pistons where duke gets crushed if he goes under also there is a conveyor belt with a few burgers on it. Sounds very delicious but there is one thing I forgot to tell you which are the burgers are made from dog meat. You will be eating doggie burgers. Hope I have not put you off your dinner.  There's a hidden bathroom area as well because you have to blow up a wall to get to the bathroom. The other bathroom in the map is very easy to get to. 
 
As far as the deathmatch goes I think two to four players is idea. Not too sure if it would work with more as it would get too frantic, if that's the right word to use.
 
Score 73
Title: Re: Reviews and Submissions
Post by: Puritan on August 09, 2015, 06:13:41 PM
Well, hi there.
Nice of you to post your review  ;)
But as you may know, I've got some 15,000 files to edit around here...
I don't have time to play any maps nor taking screenshots.

If you wont me to put up your review could you please take at least six shots with a resolution above 740 X 440 ?
(.....and the file format isn't important since I'll modify 'em anyways)
Title: Re: Reviews and Submissions
Post by: Tgreyhair on August 11, 2015, 01:32:09 PM
Hi Puritan

No worries,  8) Looks like you have lots of files to get round to but the worst thing we could do is to rush everything, I think that's when the problems start if we were to rush things.

I think there's already some pictures of the map then again I could be wrong as I was unable to access the seven map section of the website. A very good website with many maps you can play, I posted the old duke repository website which I think is not being updated any more and most of the maps on the duke repository website I think have been played by myself but on this website there's lots of  good looking maps that I've still to play.  :)

Don't worry about the review just now.  8)
Title: Re: Reviews and Submissions
Post by: Forge on August 16, 2015, 08:02:26 AM
If it came off the DN-R site, then it should already be uploaded here with screen shots (minus NY rebellion, which I've been a slug about getting around to)
It should only need a write-up and a score.
Title: Re: Reviews and Submissions
Post by: Tgreyhair on October 01, 2015, 01:34:14 AM
Oh I got confused there, yeah you are right Forge.  ;D
Title: Re: Reviews and Submissions
Post by: Tgreyhair on October 01, 2015, 01:39:00 AM
Here's the map seven.

http://www.scent-88.com/reviews/S/seven/seven.php

Here's the review, sorry for the confusion. :)

   
A very atmospheric map with it having a yellow scenery attached to it. You can play the single player as the single player has a few enemies and if you can find the Protector Drone that can be your mission for the single player but this map is meant big time for dukematch.
 
A few of the areas in the map is your pistons where duke gets crushed if he goes under also there is a conveyor belt with a few burgers on it. Sounds very delicious but there is one thing I forgot to tell you which are the burgers are made from dog meat. You will be eating doggie burgers. Hope I have not put you off your dinner.  There's a hidden bathroom area as well because you have to blow up a wall to get to the bathroom. The other bathroom in the map is very easy to get to.
 
As far as the deathmatch goes I think two to four players is ideal. Not too sure if it would work with more as it would get too frantic, if that's the right word to use.
 
Score 73
Title: Re: Reviews and Submissions
Post by: Puritan on October 01, 2015, 05:14:21 PM
Thank you very much, sire  :)

Your review is bunged to the server.
Title: Re: Reviews and Submissions
Post by: anvil on September 19, 2016, 08:09:50 PM
The map "Area" by Zik crashes the game with eduke32 versions from the past 4 years.
Btw, there is a newer version of this map, which also crashes the game, here: (http://dukeworld.duke4.net/classic%20dukeworld/tc/zik/z_area.zip)
Title: Re: Reviews and Submissions
Post by: Puritan on September 20, 2016, 03:41:44 PM
...
Btw, there is a newer version of this map, which also crashes the game, here: (http://dukeworld.duke4.net/classic%20dukeworld/tc/zik/z_area.zip)


 ;D
Title: Re: Reviews and Submissions
Post by: Captain Massive on September 21, 2016, 05:53:02 PM
The map "Area" by Zik crashes the game with eduke32 versions from the past 4 years.
Btw, there is a newer version of this map, which also crashes the game, here: (http://dukeworld.duke4.net/classic%20dukeworld/tc/zik/z_area.zip)

http://www.mediafire.com/download/bhacpstsgxj9wb9/z_area.zip (http://www.mediafire.com/download/bhacpstsgxj9wb9/z_area.zip)

Fixed it for ya, and it was a tricky one.

I had to dislocate the vertices from the transport elevator door.

Transport Elevators depend on an adjacent sector's ceiling height in order to determine the height at which to teleport. For this reason, you should not use any effects that change the ceiling height of a sector adjacent to a Transport Elevator. The original map designers made this mistake in E2L1.MAP: "Spaceport", which only works correctly by luck/coincidence.

:Quoted from The Duke Nukem 3D Informational Suite
by Ryan Lennox

:Nothing was changed except the fix, I even used the original zip file.

All I did was copy/paste its own door back into itself after I removed it and it dislocated the vertices automatically, and then copy pasted the exact textures with the correct panning/shades back to their origanal state.

It works/looks & acts as the author intended.
Title: Re: Reviews and Submissions
Post by: anvil on September 21, 2016, 08:45:10 PM
Thanks for the fix!
Title: Re: Reviews and Submissions
Post by: Puritan on September 21, 2016, 09:03:46 PM
Nice work, guys  :)
Added the fixed map to the server.

Btw: I've got more maps from Zik to be uploaded later on.
Title: Re: Reviews and Submissions
Post by: anvil on May 08, 2018, 01:56:45 PM
The map "Betrayal" by Bruce Sparhawk you uploaded yesterday has a newer version. (http://dukeworld.duke4.net/2001-current/unsorted/other/Duke Nukem 3D/Maps/Single Player/1997/Maps/betrayal.zip)
Title: Re: Reviews and Submissions
Post by: Puritan on May 08, 2018, 04:48:36 PM
The map "Betrayal" by Bruce Sparhawk you uploaded yesterday has a newer version. (http://dukeworld.duke4.net/2001-current/unsorted/other/Duke Nukem 3D/Maps/Single Player/1997/Maps/betrayal.zip)


Fixed, thanks  :)