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Duke Nukem Boards => Classic Duke 3D => Topic started by: Puritan on December 02, 2011, 08:14:26 AM

Title: Last map you played
Post by: Puritan on December 02, 2011, 08:14:26 AM
This topic is a must-have on any Duke Nukem forums!

Tell us about your last played map.
It would have been nice if you drop a few words about the map.
That could give others a boost to try the map themselves!

Go ahead and play!
Title: Re: Last map you played
Post by: Puritan on December 03, 2011, 12:47:52 PM
I've replayed Gambinis: "It Lives" today.
I am still impressed about this map!
This is one of the best maps out there for sure, considering it's not a modification.

I will certainly upload this map here at Come Get Some very soon!
Title: Re: Last map you played
Post by: Forge on December 03, 2011, 05:18:29 PM
Aye! It lives is one of best maps I've played. Some of the stuff Gambini pulled off without cons is amazing. Definitely one of my favorite mappers and a heavy influence on my style for detailing.
Title: Re: Last map you played
Post by: Loke on December 03, 2011, 05:37:25 PM
Need to play It Lives again. Sooo good.

Last map I played was one of my own. Don't know if I'll release it since it has barely any shooting focusing more on silly humor and TROR.
Title: Re: Last map you played
Post by: Merlijn on December 03, 2011, 06:01:49 PM
Yeah, It lives is one of the best user-maps ever, I aught to replay it one of these days.

I replayed the Imperium episode last week, I think all the testing has kinda spoiled it for me though.  :P I pretty much remembered every corner of every map. Level 4 is still my favorite.

@ Loke: silly humor belongs to Duke, why not release it? ;)
Title: Re: Last map you played
Post by: Loke on December 03, 2011, 06:17:06 PM
@ Loke: silly humor belongs to Duke, why not release it? ;)

Perhaps, still have a few things to work out though. :)
Title: Re: Last map you played
Post by: Puritan on December 03, 2011, 06:52:02 PM
Cool!

Let me know when you're ready and I'll be glad to host your map  ;)

Even though, it will still take some time until I'll have a searchable database of maps on this site.
But until then I will gladly upload it to the present site.
Title: Re: Last map you played
Post by: Loke on December 03, 2011, 07:03:57 PM
Thanks, shouldn't be too long before I'm finished... unless I'm being a lazy ass.  :(
Title: Re: Last map you played
Post by: EmericaSkater on December 08, 2011, 04:05:18 AM
Retaliation. Before that, Duke 12_12. They were both excellent :)
Title: Re: Last map you played
Post by: Forge on December 09, 2011, 05:57:51 AM
CyberDuke by Eye del Cul

The premiss is that you're trapped inside a Unix operating system that's been infected with a virus. The virus is, of course, defending itself with aliens and it can be a pretty hectic battle in some spots to get them out.
It's an open map as far as moving from location to location is concerned, and after you enter your password at the su console and collect all the keys, it becomes very non-linear and you can go pretty much where ever you want.
The general feel of the map is supposed to simulate being inside a computer file system, so there's some interesting texture combos and alot of pastels. The layout is fairly simple and the architecture mostly blocky, but it is still well designed to simulate the environment of which the author intended to accomplish.

Interesting concept well executed, not too hard to navigate, with minimal detailing and trimming breaks the pastels can wear on the eyes,  but worth your time for some fun fire fights.

Texturing/Lighting-Shading:8/10
Sprite Work/Detailing:7/10
Ambiance: 9/10
Architecture/: 18/20
Layout: 18/20
Gameplay/Design: 28/30
Overall: 88/100


Title: Re: Last map you played
Post by: EmericaSkater on December 11, 2011, 04:24:57 PM
Here's a review for Retaliation I wrote just now...

Quote
MAP: RETALIATION

AT A GLANCE:

Loke delivers once more with this short, but enjoyable and INSANELY well-designed urban map. If you're expecting the same kind of focus on level-progression/gameplay that you got with Desert Storm, you may be in for a bit of a disapointment, but then again, you may not; there's a strong chance that you'll wind up getting mowed down by the negliglbe amount of enemies at least once because you were too busy gawking at the map's near-flawless level of detail.

THE GOOD:

 Aesthetically speaking, I really don't think urban map design can get much better than Retaliation. There's VERY heavy emphasis on texturing and trimwork, but it never gets to the point of being excessive, as it's bled out between some well-designed spritework, and a few of DN3D's newer TROR tricks.
 In terms of gameplay, the map doesn't really offer any surprises. There are only a handful of enemies, and their placement is pretty straight-forward, so don't expect much challenge. This is forgiveable if only for the fact that it doesn't appear to be the map's premise anyway, but it also serves as potential since this could be the picture-perfect introductory map to DN3D's newer users (should there ever be any). No chance of insurmountable difficulty, but design at its very best, and a decent showcasing of eDuke's newest features.

THE BAD:

 It's short. Too short for the potential it has. Loke has invited other mappers to add onto it if they have the impetus/motivation to do so, but ability is the biggest obstacle for that; it would be very difficult for another person to expand Retaliation and still make its design look consistent with what Loke originally built. Mappers like him aren't exactly a dime a dozen, and even for a verteran mapper, trying to build something that would do Retaliation justice would be a pretty intimidating task.
 Apart from this, Retaliation's only other shortcoming is a set of buggy ladders in a sewer sector that make getting around a bit of an awkward chore.

THE UGLY:

 There is litterally nothing about this map, in terms of core-design, that wasn't executed remarkably so aesthetically speaking, Retaliation gets an A plus. Unfortunately, since it uses TROR, there are some glitches that drag on the map's visual appeal, but its nowhere near enough to outweigh the design.

 Score: 90/100


 If I do more reviews in the future, they'll probably be in this format.
Title: Re: Last map you played
Post by: Puritan on December 11, 2011, 04:33:58 PM
Nice review, EmericaSkater ;)


Now, we only need 6 screenshots before an upload.
Title: Re: Last map you played
Post by: Forge on December 11, 2011, 04:47:08 PM
Here's a review for Retaliation I wrote just now...

 If I do more reviews in the future, they'll probably be in this format.

Thank you, nicely done

I've done a couple in a similar format

Title: Re: Last map you played
Post by: Loke on December 11, 2011, 05:15:36 PM
Wow, thanks for that review, EmericaSkater. Great read. I liked how you built up the review with different sections differentiating the good from the bad and so on.
Title: Re: Last map you played
Post by: EmericaSkater on December 14, 2011, 09:27:58 AM
Took me a little longer than I planned since I was too busy swingin' my axe around, but here's the review for Extermination;

Quote

MAP: EXTERMINATION

AT A GLANCE:

An oldie, but a goodie. Extermination is a Pascal-styled map (in fact, the readme specifcally states that Pascal's work inspired it) that combines innovative level design, excellent texturing, and fast-paced, kickass gameplay. It has its occasional aggrivating points, but it all ties together nicely in the end.

THE GOOD:

Extermination is a solid experience, in every sense of the word. For the most part, it's a very well-designed urban map (with a few sewage/infested areas thrown in to spice it up) that has a good, logical flow. There's plenty of enemies to kill, and their placement, though sometimes frustrating, tends to be quite clever, forcing even a veteran Duker to stay on his toes. Ammo/health to enemy ratio is well-balanced, though I wound up running pretty thin towards the end of the map, and the majority of the progression involves keycard/button hunts, which everyone can appreciate.

THE BAD:

Cheap shots. Low-blows. Dirty tricks. Extermination has a not-staggeringly-high-but-still-extant number of random, illogical pitfalls, abrupt explosions in the face, and spring-up firefights that the player just can't reasonably prepare for. Don't get me wrong, I don't mind the occasional "pigcop around the corner that'll blow your face off if you're moving too fast" trap, that kind of stuff helps keep the player's reflexes on the up-and-up, but Extermination takes it a bit too far, and if you play this map, you'll probably wind up dying to one of these tricks at least once.

THE UGLY:

Extermination's look should appeal to everyone. It doesn't have a Retaliation-level of design that makes you drool just by looking at it, but it settles quite nicely at that still way-above-average Roch standard, and in fact, it could easily pass as part of the Roch series if one didn't know better. Texturing is easily this map's aesthetic strong suit, as it's done extremely well; textures are shifted, stretched and switched out at all the right places even in indoors areas, where trimwork tends to be lacking.
The only real bugaboo that Extermination has in terms of design is a serious lack of lighting fixtures. This is particularly bad in the sewers and the infected area towards the end of the map, but even in urban areas, Juha relied too much on that HANGLIGHT sprite for full-sized rooms, which just doesn't cut it from a rational standpoint.

Score: 93/100

Title: Re: Last map you played
Post by: Puritan on December 14, 2011, 09:33:21 AM
Thanks, EmericaSkater  ;)


Will be uploaded tonight ( GMT ).
Title: Re: Last map you played
Post by: Forge on December 14, 2011, 04:49:32 PM
Crucial Conflict series by Maarten Pinxten
These are some nice, old school maps from one of the rare authors of that era that actually took the time to make their maps look good as well as have logical layouts and game play.
Fun, enjoyable environments, evenly challenging (not too hard, not too easy)

It's funny that he comments in his template that the Duke community was dead and how few maps were being released. and that was in 2000

CC1: http://www.scent-88.com/reviews/crucial/crucial.html
CC2 & 3 will be added in the near future
Title: Re: Last map you played
Post by: MSandt on December 14, 2011, 08:21:48 PM
The series was also released as an episode with a boss map. Maybe you should have reviewed the entire pack instead?
Title: Re: Last map you played
Post by: Forge on December 14, 2011, 09:01:34 PM
The series was also released as an episode with a boss map. Maybe you should have reviewed the entire pack instead?

The episode pak I have only has the three maps in the grp file. Have a link to the one with the boss map?
Title: Re: Last map you played
Post by: MSandt on December 15, 2011, 12:47:41 PM
Oh, my bad, the boss area is actually a part of the third map, not a separate map (I must've been thinking of ADG).
Title: Re: Last map you played
Post by: Micky C on December 15, 2011, 12:58:55 PM
The last map I played was Loke's TROR map. But by play it, I meant dnkroz, dnclip, and run around looking at all the TROR.

If I had a penny every time I started feeling half-decent about my mapping, only to look at someone else's recent work and get my mind reset to diddly squat, I'd have enough money to pay those guys to make even better maps, and let me release them under my name... like a hundred million times. I tell you, if you want to bring new mappers into the community, you can't make stuff that good! You just can't! It's putting them off damnit!  :'(
Title: Re: Last map you played
Post by: James on December 15, 2011, 01:15:06 PM
heh, I know you're joking but seriously don't think like that :) I get the same reaction when I see maps from all kinds of games...I think of myself as good but then I play games like Skyrim or DX:HR or whatever and think "where would I even START to make an area like this?" It intimidates me but it also makes me want to take a crack at it, but I have trouble staying motivated.
Title: Re: Last map you played
Post by: Loke on December 15, 2011, 02:06:43 PM
I appreciate the words Micky but as James said don't think like that. Try to go in your own pace and don't think too much about what other people do -- of course inspiration is a good thing but coming up with something new yourself helps you stay motivated, at least for me. You should've seen my first stuff, absolute crap with oversized rooms and doors. Ugh. Besides every map doesn't need to be a highly detailed maze with five billion sectors and sprites crammed into a barely navigable room. I'd appreciate a 3DR-style themed map with great gameplay from time to time, but that's just me. :)
Title: Re: Last map you played
Post by: Forge on December 15, 2011, 03:47:59 PM
The last map I played was Loke's TROR map. But by play it, I meant dnkroz, dnclip, and run around looking at all the TROR.

If I had a penny every time I started feeling half-decent about my mapping, only to look at someone else's recent work and get my mind reset to diddly squat, I'd have enough money to pay those guys to make even better maps, and let me release them under my name... like a hundred million times. I tell you, if you want to bring new mappers into the community, you can't make stuff that good! You just can't! It's putting them off damnit!  :'(

If everybody's work looked the same, then the game would get boring pretty quick
Title: Re: Last map you played
Post by: Loke on December 15, 2011, 09:02:42 PM
Arctic Alert! by Eddy. Pretty fun map although the new enemies were kinda annoying early on since you only had the pistol in possession but towards the half to the very end it gets fairly easy once you get the shotgun.
Title: Re: Last map you played
Post by: Forge on December 15, 2011, 09:20:05 PM
This one needed a write up

http://www.scent-88.com/reviews/afterglowrising/afterglow.html

Afterglow;A new world rising (Before the quake ), by Frode 'Puritan' Waksvik

Those alien bastards have taken over another city.

A very large city map with a good layout and some real nice detailing.  Gaming areas range from wide open city streets to building interiors. There's a bar, a duke burger, a house, a church, and many more distinctive buildings to explore. Well placed sprite work and good architecture. Nice choices for texturing and a good shading. The use of sound files and the occasional explosions add to the "ravaged city" atmosphere. An excellent looking map with a nice dark ambiance.

Game play is pretty rough. Ammunition and especially health are pretty limited at the beginning. Once Duke finds a few weapons for his arsenal the momentum picks up. Even though there's more health and ammo available farther into the map, survival isn't much easier. Save often. And then save a few more time for good measure. The theme is based on exploring the city, (guided by monitors to the next location), finding hidden passages or switches that open doors or lead to keys, and then moving on to the next location.
Surviving for long periods was rather difficult, but I like the exploring and searching aspect and I found this to be a challenging play.

Texturing/Lighting-Shading:10/10
Sprite Work/Detailing:10/10
Ambiance: 9/10
Architecture/: 19/20
Layout: 20/20
Gameplay/Design: 25/30
Overall: 93/100
Title: Re: Last map you played
Post by: Loke on December 16, 2011, 10:34:57 PM
Played through the Crucial Conflict trilogy. Very enjoyable throughout though overall it felt a bit short. I can see that the author was heavily inspired by Half-Life especially Suspicious Storage and Waterworld, while with Acupa Dylana I didn't notice anything Half-Life related except a few textures. And while on the subject regarding the new textures they looked really good and fit perfectly within the world.
Ultimately, excepting a major battle in the end, I left a bit disappointed but overall it was a fun experience.

Also played through CyberDuke. It was ok, cool and unique design with a strange but fitting texture theme. Gameplay wasn't anything out of the ordinary though which was disappointing when taking the unique theme into consideration so expect nothing but a typical killing spree while flipping switches and finding three key cards.
Title: Re: Last map you played
Post by: Arghantyl on December 18, 2011, 03:16:40 PM

My first Dm map :D

Like i've promised,i review only the gameplay(the main thing in DM).

Title : Spaceship to fix
File : ARGH!SPACESHIP!06

Type : Fight/Control

Spaceship to fix is a medium sized map playable for 2-5 players,where dukers fight in a wrecken spaceship.The gameplay is balanced and revealed a strategic deepness during tests.

The weaponry is very wide and classic : shotguns (3),Rpgs (2),chaingun,shrinker,devastator,some tripbombs and even a powerful expander ammo !
The inventory includes 2 steroids,1 Medikit and two atomic health are diplaced on each side of the map.
There s some Healthpoints to restaure completey your health and a lot of ammos to keep your mind on action.

The layout of rooms combined to the ressources placing allow a lot of tactics moves and players can easily evade from fights when it become urgent.
For a fast action,when you spawn,you are already to fight due to the weapons left under your feet and a lot of ammos associated.
The control is mainly targeted on item's respawn and tripbombs trapping.

3- 5 Players :
Basic Strategy : When you start this killing-session,focus your mind to grabb heavy stuff like Atomic healths,medikit which increase your chance of success.Note the delay of respawn and recome when it's done.
Forget the Shrinker and prefer the shotgun and Rpg(due to the layout opponents can appear suddenly on your back.).Try to kill fast and if not, move away if you are hurted.

Advanced strategy : Tripbombs will allow to make a lot of victims.Put them on the respawn point especially in the control room.The vents are a nice place too to gain frags without fightings.

Advanced strategy 2: Camp in the cage,outside of the spaceship,is a nice way to set your health to 200 and armor to 100.Launch rockets on teleporters during 15 seconds to prevent some inconvenients (and make some additional frags.... )
If you stay there,nobody can harm you but your score will fail.

2 players :

Basic strategy : Surprisingly,tests showed that the shrinker was overpowered (no people can kill you when you try to stomp your victim) and steroids essentials (increase your speed and protect/cure of the shrinker).
Predict your opponent's moves can be difficult,but not impossible,if you keep in mind that he wants the same things than you.

Advanced strategy :If you stay enough in life,try to grabb some expanders ammos and reverse the situation !



Title: Re: Last map you played
Post by: Puritan on December 18, 2011, 05:20:15 PM
^Thank you  ;)


Map and your overview is now added to our server!
Title: Re: Last map you played
Post by: Arghantyl on December 18, 2011, 07:49:51 PM
Cool  :D

Another one !

Title : Doomed Dual
File :ARGH!DOOM!02.map

Type : Dual
Size : Little
Players : 2

Doomed dual is a little map mainly componed of 3 rooms :An arena,a lava swimmingpool and a hangar.
The aesthetic was designed to be similar with the video game Doom.

People usually do not like dual maps (like E1L1) unless if they are very good players.
Why ? Because if one of two opponents understand the environment  and apply a strategy,the fight is turned on a rape.
The horrible scores of 50 - -5 will horrify your victim and make him flee from the room forever unless if you choose another map.
But if you find an hardcore player,ready to pits his skills against yours...i promise you an epic fight like you never did in a user map.

_The limited weaponry is short and aggressiv  : shotguns (5),chainguns (2),pistol,rpg and an anecdotal Devastator.
_When you start,you have 66% of chances to have a shotgun and 20% to have a chaingun.
_The inventory includes 1 stero,1 atomic health,one medikit.
_There's no healthpoints.

2 Players :

Basic strategy
The gameplay is divided in two goals :
 _Grabb the useful items before your opponent did it or just after they respawn.
_Ambush your opponent  every time.

Notice mentally the time when the atomic health,the medikit will respawn.
The best combination staying the classic Shotgun/rpg which allow a fast answer to any cases,try to pick up the  unique rpg in the Hangar.

Advanced strategy 1 :
Keep an aggressiv behaviour : When you start ,you have already a weapon so hunt your opponent before he did it for you even if you know he 's more stuffed than you.
You will get the first strike and even if you are dead,try at least to put down his advantage.
This strategy is available due to that the heavy ressources are not so far to respawn points.

Advanced strategy 2

Try to overview 80 % of the space in 5 seconds.That will allow you to guess easily your opponent.
Use teleporters,the broken window and especially the hole in the flashy corridor.


Title: Re: Last map you played
Post by: Puritan on December 18, 2011, 09:13:57 PM
Cool  8)


Added as well!
Title: Re: Last map you played
Post by: Loke on December 22, 2011, 12:45:33 AM
Triple post BO-YAH!

Anyway, played through RedDuke (The Long Road), Red 3 and Red 4 (skipped Red2 since I've played it so much in Attrition as well as Red5 because I played through it not long ago). It was an amazing experience going from the first in the series then to the third and lastly the fourth seeing how Merlijn developed during the years. RedDuke was what you'd expect with oversized rooms and limited shading but otherwise it was a solid fun experience throughout. Red3 had some great atmosphere and scripted sequences. Red4 was bloody amazing though and still to this day it looks really good especially the texturing and sprite work. The final few minutes of gameplay is really good when you have to navigate the ship upside down while it's being flooded. That last bit reminded me about the ship level from Redneck Rampage Rides Again although way less infuriating.  ;)

Also went through Leohotel earlier. Pretty impressive for a '97 map which took me way longer to complete than I'd anticipated though that was mostly due to the stupid button combinations (seriously, I've never understood the point with these -- some mappers seem to bloody incorporate them just to piss you off) and running around aimlessly not knowing what to do exactly. Otherwise I enjoyed it.
Title: Re: Last map you played
Post by: Forge on December 22, 2011, 04:49:08 PM
Triple post BO-YAH!

Denied.  8)

messed up your roll when I cleaned out the other thread
Title: Re: Last map you played
Post by: Puritan on December 22, 2011, 07:30:38 PM
I've just replayed "Mincer City" by Henri K in order to have some screenshots for our upload here.
Man, this map is so friggin' cool!
Nice layout and lots of things to explore.
One of the best releases last year imo  :)
Title: Re: Last map you played
Post by: Merlijn on December 22, 2011, 07:32:23 PM
Hey Look, cool to see someone still playing my old red series! :) I've started a remake for red1 a few years ago, but never bothered to finish it.. It looked a lot better then the old red1 though.  :P

Yeah I was making some quick leaps in quality back then, mostly because I was shocked by the negative review Red1 got on MSDN haha.
Title: Re: Last map you played
Post by: Puritan on December 22, 2011, 07:37:57 PM
Hah...it would have been uber-cool to upload a remake of your Red 1  ;)
Title: Re: Last map you played
Post by: Merlijn on December 22, 2011, 08:01:11 PM
I could do that, but there's a lot of unfinished gameplay.. besides the map is about 75% done design-wise, so I - might - go back and finish it one of these days. ;) It would be a cool final present from me.. I just have very little spare time these days. :(
Title: Re: Last map you played
Post by: Forge on December 22, 2011, 09:20:08 PM
I liked the gameplay in redduke. Don't screw it up  ;)
Title: Re: Last map you played
Post by: Merlijn on December 22, 2011, 10:36:01 PM
Well, you basically should forget the premise of the original red1, since the remake was started from scratch and throws in a lot of different and additional ideas. It's still the same basic idea - you still start in a book shop, go through a lot of canyons, find the 'Rock' restaurant etc., but I couldn't resist expanding the map. No wonder my maps always take so long to finish.  :P
Title: Re: Last map you played
Post by: Forge on December 22, 2011, 11:04:08 PM
I kinda know how you feel. My first map wasn't very good (not even close to as good as redduke) and I re-furbished it. I fixed alot of stuff, but it's still basically the same

it's here if you find you have time to waste  :P
http://www.mediafire.com/?ycqzcgf9154y3
Title: Re: Last map you played
Post by: Puritan on December 22, 2011, 11:46:48 PM
... but I couldn't resist expanding the map. No wonder my maps always take so long to finish.  :P


That sounds familiar in a peculiar way  ;D
Title: Re: Last map you played
Post by: Micky C on December 22, 2011, 11:55:17 PM
...I was shocked by the negative review Red1 got on MSDN haha.

Speaking of bad reviews on MSDN, my second map only got one more point than my first map (73 and 74 IIRC). It was a huge shock indeed. I disagreed with many of the claims in the review (one that's flat out wrong is that it was designed with polymer in mind, it wasn't, I just added it afterwards). So instead of over-relying on something like pretty lighting, it was simply bad to begin with  ;D (although I still think it's a good map minus the empty outdoor area).

I know what you mean by making leaps of quality, I've had to abandon several maps because even while I was still working on it, it no longer represented my current ability. Not sure if that's a good thing or a bad thing actually.
Title: Re: Last map you played
Post by: Forge on December 27, 2011, 01:15:33 PM
Biglight (lighthouse) by billyboy. Friggin' monstrous puzzle map, but with enough action to keep it interesting. Almost everything has a view screen or is labeled so it's not too hard to figure out if you're bad at, "what the hell just unlocked?", type maps.

Some of the most complex sector work I've ever seen. If this guy had tror and the large wall limit we have today.....
Title: Re: Last map you played
Post by: Puritan on December 27, 2011, 02:45:44 PM

Some of the most complex sector work I've ever seen. If this guy had tror and the large wall limit we have today.....
Yes, no wonder why Billy Boy always has been one of my favourite mappers.

Title: Re: Last map you played
Post by: Micky C on December 28, 2011, 12:48:21 AM
I've never played any of Billy Boy's maps, he was way before my time. Are there any recommendations?
Title: Re: Last map you played
Post by: MSandt on December 28, 2011, 12:50:36 AM
Bedrone, Big Light, Clearwater, Deadfall...
Title: Re: Last map you played
Post by: Puritan on December 28, 2011, 01:04:28 AM
Lighthouse is HUGE.
Maybe you should try "Bedrone", "Dukem Memorial Hospital" or "Clearwater"?
Title: Re: Last map you played
Post by: Forge on December 28, 2011, 06:57:40 PM
Red2 by merlijn

Ah, the simpler days of youth. For an old player like me, it's like stepping into a time machine   :)
Title: Re: Last map you played
Post by: Forge on December 29, 2011, 08:05:28 PM
Roch

help! i'm stuck in the past. maybe when i finish the right map, I'll jump back to my own time

i always enjoyed the exploring and how the maps would open up in increments in the roch series
Title: Re: Last map you played
Post by: Forge on December 30, 2011, 08:10:17 PM
Roch2

the texturing & architecture improved, and especially the shading, from the first map
the layout & design are simpler and the gameplay is even more unbalanced towards the player than the first one
Title: Re: Last map you played
Post by: Forge on December 30, 2011, 10:48:31 PM
Red2

this map oozes atmosphere (among other things  ;) )
Title: Re: Last map you played
Post by: Forge on December 31, 2011, 05:28:46 PM
Roch3

I like watching how things improve and get more complex from one map to the next

unfortunately, this map has a few design flaws
Title: Re: Last map you played
Post by: Puritan on December 31, 2011, 09:14:20 PM
Second that.
Playing maps from a specific author starting with their early releases and follow their progression is a quite nice experience.
Title: Re: Last map you played
Post by: Puritan on December 31, 2011, 09:15:46 PM
Bedrone, Big Light, Clearwater, Deadfall...


Since you never played Billy Boy's maps before what's you're opinion so far?
Title: Re: Last map you played
Post by: Micky C on January 01, 2012, 01:43:25 AM
Bedrone, Big Light, Clearwater, Deadfall...


Since you never played Billy Boy's maps before what's you're opinion so far?

If you're talking to me, I still haven't played any of his maps yet  ::) :P I've been too busy finishing off my current project. But when I do get time I'll probably start off with Bedrone unless anyone thinks I should start with something else.
Title: Re: Last map you played
Post by: Puritan on January 01, 2012, 02:23:50 AM
See the quote tag  ;)
Title: Re: Last map you played
Post by: Micky C on January 01, 2012, 02:36:08 AM
I saw, but when did Mikko say he's never played any of Billy Boy's maps? I'd be surprised if he hasn't.
Title: Re: Last map you played
Post by: Puritan on January 01, 2012, 02:42:54 AM
I saw, but when did Mikko say he's never played any of Billy Boy's maps? I'd be surprised if he hasn't.


I'm sincerely offering my apologizes.
My bad, ....


I'm mixing up posts.....
Title: Re: Last map you played
Post by: Forge on January 01, 2012, 12:16:32 PM
If you're talking to me, I still haven't played any of his maps yet  ::) :P I've been too busy finishing off my current project. But when I do get time I'll probably start off with Bedrone unless anyone thinks I should start with something else.

bedrone can be a bit confusing. it's one of the maps that gives very few clues on where to go next and requires alot of exploring and backtracking. make sure you get the eduke version; the con in the original isn't compatible with that port.
lighthouse is easier to navigate due to view screens and signs at the switches, but it's huge and requires alot of exploring (and if you manage to go off a cliff and fall all the way back to the bottom, you'll want to toss your computer out the window)

Title: Re: Last map you played
Post by: Micky C on January 01, 2012, 01:32:23 PM
Is there a smaller map that doesn't require a huge amount of exploration and backtracking?
Title: Re: Last map you played
Post by: Forge on January 01, 2012, 02:59:20 PM
billyboy's early maps are frustrating puzzle nightmares, his later maps have easier puzzles, but they're huge an require alot of exploring

lighthouse and memorial hospital are large, but fairly easy to understand where you need to go

deadfall is huge and can be confusing

clearwater and bedrone are the in-betweens. not huge, not overly frustrating

oranges and valves will probably piss you off



try bedrone first

Title: Re: Last map you played
Post by: Forge on January 01, 2012, 04:59:36 PM
Red4

nice concept, but some unfair firefights in tight corridors, inescapable booby traps, too much backtracking up and down the same hallway multiple times to solve a button puzzle.
Title: Re: Last map you played
Post by: Merlijn on January 01, 2012, 08:28:52 PM
Roch3

I like watching how things improve and get more complex from one map to the next

unfortunately, this map has a few design flaws

What a coincidence, I just played that map a few days ago.  :)
Some of the unreachable scenery looks a bit dated, but a very good map anyway. The train station is probably my favorite part.

Red4 biggest problem: it's really cramped at times (especially the staircases). I prefer both red3 and red5 over it, although I still really like the layout and the ending sequence of red4.
Title: Re: Last map you played
Post by: Supertanker on January 01, 2012, 09:24:08 PM
billyboy's early maps are frustrating puzzle nightmares, his later maps have easier puzzles, but they're huge an require alot of exploring

lighthouse and memorial hospital are large, but fairly easy to understand where you need to go

deadfall is huge and can be confusing

clearwater and bedrone are the in-betweens. not huge, not overly frustrating

oranges and valves will probably piss you off



try bedrone first

Has anyone actually FINISHED valves or oranges? I certainly never did. Clearwater and Bedrone are my two favorite maps of his. The rest kind of drive me nuts.
Title: Re: Last map you played
Post by: Maarten on January 01, 2012, 09:46:04 PM
Biglight (lighthouse) by billyboy. Friggin' monstrous puzzle map, but with enough action to keep it interesting. Almost everything has a view screen or is labeled so it's not too hard to figure out if you're bad at, "what the hell just unlocked?", type maps.

You got me going there to replay "Clear water" by Billyboy. Wow, that map brings some memories back - it was one of my first user maps I downloaded, back then when MSDN was the "one special Duke site"... :D
I got to the last part outside, visited all small buildings (including the alien "crane"..hope I'm using the right word here :P). I'm stuck with the blue keycard tho :( The last part is @ the armory building, I used a switch that showed a big yellow-key slot outside...what's next??


BTW hi, this is my first post here :P
Title: Re: Last map you played
Post by: MSandt on January 01, 2012, 11:20:15 PM
Biglight (lighthouse) by billyboy. Friggin' monstrous puzzle map, but with enough action to keep it interesting. Almost everything has a view screen or is labeled so it's not too hard to figure out if you're bad at, "what the hell just unlocked?", type maps.

You got me going there to replay "Clear water" by Billyboy. Wow, that map brings some memories back - it was one of my first user maps I downloaded, back then when MSDN was the "one special Duke site"... :D
I got to the last part outside, visited all small buildings (including the alien "crane"..hope I'm using the right word here :P). I'm stuck with the blue keycard tho :( The last part is @ the armory building, I used a switch that showed a big yellow-key slot outside...what's next??


BTW hi, this is my first post here :P

http://taw.duke4.net/2007/06/walkthroughs/cranium-walkthrough/
Title: Re: Last map you played
Post by: Forge on January 02, 2012, 05:13:54 AM
BTW hi, this is my first post here :P

welcome  :)

i haven't seen you around any of the forums lately (except that most recent post at AMC). i figured you'd abandoned these sites for real life (or a woman, in which case, shame on you  ;))
Title: Re: Last map you played
Post by: Forge on January 02, 2012, 03:57:08 PM
Roch Secret 1

not alot to say about the map. It was mainly made to feature the perfected sector effects and tricks from the first three maps instead of remaking & re-releasing the maps. Other than the upgrades to the aforementioned items it's obvious that not a whole lot of effort was put into the rest of the map beyond some strong shading. Still, a rather quick and decent play.
Title: Re: Last map you played
Post by: Maarten on January 02, 2012, 10:11:49 PM
BTW hi, this is my first post here :P

welcome  :)

i haven't seen you around any of the forums lately (except that most recent post at AMC). i figured you'd abandoned these sites for real life (or a woman, in which case, shame on you  ;))

Very true.
I have a bussy real life indeed (work/band...stuff like that), but I didn't abandoned the forums for good... actually, I still visit them a few times a week, I just don't post that much.
I've no idea why but I feel like posting again... :D

@ Mikko: thanks, that did help.  8)
Title: Re: Last map you played
Post by: Puritan on January 02, 2012, 10:23:22 PM
Hey, Maarten.
Welcome aboard  8)
Title: Re: Last map you played
Post by: Maarten on January 02, 2012, 10:35:40 PM
Hey, Maarten.
Welcome aboard  8)

Thanks.

Nice to get such a warm welcome, even when going off topic.  ;D :o :D
Title: Re: Last map you played
Post by: Puritan on January 02, 2012, 10:41:35 PM
I'll make it up to you again:


I've played Forge's Duke 3_16 and 23_4 tonight.
Just love the way his mapping skills are increasing along the way. :)
Title: Re: Last map you played
Post by: Forge on January 02, 2012, 11:25:20 PM
There was nowhere to go but up from 3:16  :P   (I hope you're putting the fixed versions on your site and not the ones from DN-R)

playing Red5.
F*ck I love this map!
Title: Re: Last map you played
Post by: Forge on January 03, 2012, 07:42:10 PM
Roch4

This is the gameshow map. I like how this map changes his usual format from find key & unlock door to the key card search, also how some of the areas aren't just obvious key locked doors on the street level. Actually requires a little exploring.
Title: Re: Last map you played
Post by: Merlijn on January 03, 2012, 08:27:31 PM
Roch 4 was the first Roch map I've ever played. Needless to say, I was amazed by it. It's still one of the best of the series, thanks to the gameshow element and that great looking castle.

I've played the first 2 roch maps. It's bizarre to see how fast Pascal was developping his skills back then. Roch 2 still looks good by todays standards and has a great layout IMO. I also prefer Roch 2 over Roch 3 for some reason..
Title: Re: Last map you played
Post by: Puritan on January 03, 2012, 08:32:08 PM
... .
I've played the first 2 roch maps. It's bizarre to see how fast Pascal was developping his skills back then. ..


That was exactly my thoughts too  8)
Title: Re: Last map you played
Post by: Forge on January 03, 2012, 09:10:16 PM
...Roch 2 still looks good by todays standards and has a great layout IMO. I also prefer Roch 2 over Roch 3 for some reason..

Agree. Roch 3 seems like it was more rushed or that he ran out of motivation
Title: Re: Last map you played
Post by: Maarten on January 03, 2012, 10:58:47 PM
Funny, I also prefer Roch2 above Roch3.... I guess the more "dark city look" atmosphere gets me more :)

I should replay it...
Title: Re: Last map you played
Post by: Forge on January 07, 2012, 06:13:53 PM
Roch5

Expanded & improved layout and floor plan over it's predecessors, especially concerning the amount of areas and locations accessible from the street. The game play relating to combat is significantly more evenly balanced in comparison to the rest of the maps in the series that came before it.
Title: Re: Last map you played
Post by: Puritan on January 07, 2012, 11:59:37 PM
Just finished "Canyon" by Mister Sinister.
A gigantic slaughter fest it is  :D
Very repetitive  textures, but what can you expect from a canyon?


I've also uploaded it to this site for those who want to give it a try.
Title: Re: Last map you played
Post by: Forge on January 09, 2012, 05:24:49 PM
overtime by ck3d

one of his older maps, you can see the transition from his previous urban style to his now familiar environment. the downfall of this map is the overcrowding of the indoor areas

Roch6

moving away from the mostly street based action to larger and longer indoor areas. architecture (less boxy) and depth are also expanded on.
Title: Re: Last map you played
Post by: MikeNorvak on January 09, 2012, 07:12:21 PM
billyboy's early maps are frustrating puzzle nightmares, his later maps have easier puzzles, but they're huge an require alot of exploring

lighthouse and memorial hospital are large, but fairly easy to understand where you need to go

deadfall is huge and can be confusing

clearwater and bedrone are the in-betweens. not huge, not overly frustrating

oranges and valves will probably piss you off



try bedrone first

Has anyone actually FINISHED valves or oranges? I certainly never did. Clearwater and Bedrone are my two favorite maps of his. The rest kind of drive me nuts.

I second that. Never played valves or oranges.
Title: Re: Last map you played
Post by: Merlijn on January 09, 2012, 09:12:34 PM
Roch6

moving away from the mostly street based action to larger and longer indoor areas. architecture (less boxy) and depth are also expanded on.

I like how you go completely around the city area in this map before you enter it. It's pretty inventive and well executed.  :)
Title: Re: Last map you played
Post by: Forge on January 10, 2012, 12:36:07 AM
EarthBase by Mikko

nice cavern/snow map. even though it's pretty linear, fluctuating back and forth from inside to outside areas really makes it feel like you're getting somewhere.

couldn't get the skybox to work with eduke, but I didn't put alot of research into figuring it out
Title: Re: Last map you played
Post by: MSandt on January 10, 2012, 01:23:03 AM
Too bad about the skybox as it really adds to the atmosphere. I just tried it to see if some new EDuke32 bug is preventing it from working but seemed fine here. Did you try to play it in Polymer?
Title: Re: Last map you played
Post by: Forge on January 10, 2012, 01:31:27 PM
I played it in 8-bit software. Didn't occur me until later that I should have used polymost. (i don't use polymer unless it's a requirement)

I've played this map several times in the past, so I remember what the skybox looks like (even without it, the map is very atmospheric).

Title: Re: Last map you played
Post by: Forge on January 10, 2012, 03:54:30 PM
The System Opposing Facility by Ryan R.

Short and decent. Basically a shoot-em-up. Good texturing and shading, but nothing that jumps out and grabs me. The ending was disappointing. This map has alot more potential than what was taken advantage of.
Title: Re: Last map you played
Post by: Forge on January 12, 2012, 04:25:59 PM
Roch 7

This is the first non-linear map of the series. Also the first map where Pascal uses strong sector shading in almost all the indoor areas. Architecture and trimwork continually improve, increased amount of sprite work and sprite constructions. Ambiance is improved over previous releases, but game play loses some balance and he reverts back to overloading the player with weapons and atomic healths.
Title: Re: Last map you played
Post by: Puritan on January 12, 2012, 06:19:10 PM
Just replayed Maarten v. Oostrums ABBA.
It still stands out as a very good map.
I enjoyed myself while kicking alien asses and looking around this pearl.  :D
Title: Re: Last map you played
Post by: Forge on January 12, 2012, 06:39:43 PM
Just replayed Maarten v. Oostrums ABBA.

Always been one of my favorites. This, Anarchy City, bobafett, fruit loops, red5... just to name a few


i guess it's just a nostalgia thing
Title: Re: Last map you played
Post by: Puritan on January 12, 2012, 11:10:44 PM
Just finished off "Sunshine Complex" by Zykov Eddy.
A 15 minutes of fun.
It' isn't a big map but it has some nice moments.
It's well worth your time  ;)
Title: Re: Last map you played
Post by: Forge on January 13, 2012, 12:16:55 AM
Supply Depot by Emericaskater

nice action map, bit overcrowded with construction in some spots, and there's an empty spot in the action as you backtrack from getting the blue key, but other than that it's pretty fun and not too bad to look at either.
Title: Re: Last map you played
Post by: Forge on January 13, 2012, 04:23:04 PM
Roch 8

another non-linear keycard and switch hunting expedition. this one has the alien landing craft plopped down in the middle of the town. special doors spawn the key cards, so the only navigation difficulty is finding that first door.

get a new environment aside from the normal urban setting; alien spaceship interior. very well done and on par with his city-scape.

even though there's a plethora of atomic healths laying around, there's so many baddies set up for ambushes and cross-fires, it can still be a bit challenging. 
Title: Re: Last map you played
Post by: Forge on January 14, 2012, 03:56:00 PM
System Shock by Eye De Cul

Typical space station. The usual texture set, but nice use of lighting effects, strong shading, and prominent trimwork. Simple, linear layout. Limited ammo, health, & supplies, but no shortage of aliens. Fire fights pretty much non-stop from start to finish. Challenging not to get shot at from three different directions.
Title: Re: Last map you played
Post by: Puritan on January 14, 2012, 04:52:44 PM
It's a good thing about building the map base; I get to re-play lots of fun Duke maps  ;)
Title: Re: Last map you played
Post by: Gambini on January 15, 2012, 05:05:23 AM
Finally played Forge´s Duke 12-12. I was going to post this in the only release thread i know, at Duke4.net. But then came here where the old guard is. :D

Before anything, the map took me 62 minutes and killed 199 enemies. It is a great map but 40 of those 62 minutes were full of frustration. The remaining 22 minutes were all enjoyment though. The problem is that, being an unlinear map high spots are too camouflaged with the environment. It took me about twenty minutes to find the first keycard, at which point i had killed almost every enemy in the map so the only thing i had to do was run around and levitate above sprites. Locks are very small (therefore hard to see) and don´t even have a 3d look like most of the other objects, and doors with locks are too just like any other door.

Besides that, the gameplay seemed standard big locations firefights, with some clever puzzles, like the Dukeburger´s little doors. But most things required a lot of walk around. What really bothered me about those long walks is the massive amount of sprites that makes the player move awkward. I assume it´s the same kind of complaints people made about Rusk2k back then, it felt worse for me just because i wasn´t used to this map, but at some point i began to shoot every bottle and any other sprite just to take them out of the way (ammo was generous, so np). It is a very big and variated map and as such it had its comings and goings but the overall experience was good apart from all the drawbacks mentioned above. For example, some indoor shooting sets were very cool and unique.

And if this post sounds bitter, here´s my input about the design (which isn´t all flowers either). It is Forge´s standar, very original and quite uneven. Some areas are plain beautiful, like the seafood restaurant. others a strange mix of simplicity and complexity, like some locations with the most generic duke designs but plenty of little details made of the most implausible combination of sprites, and some others are a mix of both previous forms. The easter eggs were mostly funny but a little redundant.

The ending reminded me to It lives´ ending, with all the rumble and demolished buildings around an evil core that requires both fighting skills and intelligence. But this one performed better, loved the shield.

Sigh! i had plans to play all the releases i´ve been missing all these months today, but this one left me lying in the canvas already!

EDIT: When i was playing the map i took memory note of some locations that were worth of honor mention by its design: MRCK´s Skateboarding shop, the firemen garage (why didnt you make an easter egg of me THERE? you could have put "come on, let´s play with my grease"), the seafood restaurant and its kitchen and finally the nightclub, those really stand out above the rest.
Title: Re: Last map you played
Post by: Forge on January 15, 2012, 02:49:03 PM
glad you tried it, but sorry it frustrated you.

i was pretty close to running out of walls, several locations were left half cooked, i got bored with it, i didn't really have it extensively beta-tested (merlijn did look at it a bit and provide feedback, but he's only one person to look at this mess, and I didn't really give him more opportunities to take a deeper look, so no tossing him under the bus), thus i consider the map unfinished and it's lack of polish shows

i wasn't even going to release it, but merlijn, ck3d, and a couple other people said a few things to me that made me change my opinion
Title: Re: Last map you played
Post by: Gambini on January 15, 2012, 03:14:19 PM
I realized the you ran out of walls, but i´m glad you still released it. It felt frustrating the first time because of getting stuck in huge maps is always frustrating (and i didnt play duke in months). But i´m sure that by the time of giving it a replay everything will be better.

I can send you a few screenshots of some minor visual bugs, in case you want to update the mao eventually.
Title: Re: Last map you played
Post by: Forge on January 15, 2012, 04:44:55 PM
I'll take a look at the screenshots out of curiosity, but I'm pretty much done with mapping.

My interests are back to what they were before I ever launched mapster. It's now all about playing
Title: Re: Last map you played
Post by: Forge on January 16, 2012, 03:45:57 PM
CBP 6

not too bad of a flow for a cbp. transitions from one area to the next are still pretty distinguishable from one mapper to the next. loads of weapons, ammo, & aliens, but not many health kits to support all the firefights
Title: Re: Last map you played
Post by: Forge on January 16, 2012, 06:29:46 PM
Asteroid Stronghold by Fernando M.

good things and annoying things. Having to traverse that cavern floor a few too many times, the unfair explosions and ambushes, the "where did the button appear after I hit this button" puzzles. nice atmosphere, good fire fights
Title: Re: Last map you played
Post by: Forge on January 17, 2012, 05:01:26 PM
BJShrine (CBP1)

obviously a random collection of map pieces with random gameplay tossed in. Lacks polish of the later CBP's. Interesting museum piece, but everything's too haphazard to be taken seriously.
Title: Re: Last map you played
Post by: MSandt on January 17, 2012, 10:40:12 PM
The first and only pre-AMC era (i.e., old community) CBP. Ahh, the nostalgy!
Title: Re: Last map you played
Post by: Forge on January 18, 2012, 04:21:46 AM
BJShrine isn't a very well designed or sound map when taken as a whole, but it is an important piece of Duke mapping history and deserves a nod and hosting
Title: Re: Last map you played
Post by: MSandt on January 18, 2012, 01:37:21 PM
The concept pretty much prevents it from being anything more than a curiosity.
Title: Re: Last map you played
Post by: Forge on January 18, 2012, 02:54:31 PM
KaiseR Land 01

Nice looking map for the most part. Flows well and is easy to navigate. Annoying spawns right behind the player's back and usually while trapped in a corner.
Title: Re: Last map you played
Post by: Puritan on January 18, 2012, 06:18:02 PM
Played "Buenos Aires Explosive Remake" by DavoX.
Man, I can't believe I missed this one  :o
What a wonderful map! Brimmed with aliens, lots of places to explore, nice progress and more explotions in your face than you can count.
My cup of tea  ;) 
Title: Re: Last map you played
Post by: Puritan on January 20, 2012, 09:51:13 PM
Played through "Fernocity" by Fernito.
A decent map with some cool fights well worth an upload  ;)
Title: Re: Last map you played
Post by: MikeNorvak on January 21, 2012, 02:01:46 AM
Here's the latest version of Nightshade Army, and this is definetely the last time I'm gonna touch it, I have improved a bit somethings but nothing major except this time the final boss is a Cycloid, and that way it feel more epic imo.

http://www.mediafire.com/?2az0v1o5sd86buh

Thanks Puritan for the waiting, also could you update the template with the one in the rar?

Title: Re: Last map you played
Post by: Puritan on January 21, 2012, 12:37:06 PM
Done  ;)
Title: Re: Last map you played
Post by: Forge on January 21, 2012, 01:51:49 PM
Played the three 2 hour cbp's (2hcbp01, SuburbanHive 2hcbp02, Suburban Hive II - Crimson Moon 2hcbp03). didn't have a chance to submit them until my electricity came back on

these 2 hour cbp's are some of the smoothest community maps as far as game flow and transition from one mapper's part to the next are concerned. I'm guessing it's due to the time constraint which keeps each author from detailing out their individual section to their own style. With such limited time, it's probably easier to just pick up where the last person left off and run with it.
I know that's the case for me on the first one I was involved in (suburban hive). The next one (crimson moon) I was a theme breaker, but due to lack of time for detailing, you really can't tell I made that specific part.
Title: Re: Last map you played
Post by: MikeNorvak on January 22, 2012, 02:41:07 AM
Done  ;)

Thanks ;)
Title: Re: Last map you played
Post by: Puritan on January 22, 2012, 05:44:08 PM
Just played one of my "top 10" maps again.
2121 A.D. by Bob Masters is a very nice level considering it's age.
The usage of SE's is above average and the effects such as the popcorn machine at the cinema and the hallucinogenic gas is way up there  ;D


In order to play all this good ol' maps properly I've set up a folder with a EDuke32 snapshot from March 2009.
It's a shame that maps played in classic mode with newer versions of EDuke32 is pitch black at some locations  :-[
Title: Re: Last map you played
Post by: MSandt on January 22, 2012, 09:58:13 PM
I played that too a while back and it still hit pretty hard.
Title: Re: Last map you played
Post by: MikeNorvak on January 22, 2012, 11:26:14 PM
Routine by Perro Seco. A regular key hunting city map with some clever design and nice ideas (like that Nukebutton you have to lower in order to finish the level), it lacks shading and shadowing, and there aren't many ammo in the begining, afterwards it has a nice gameplay. I took me 16 min, maybe you want to review it and host it on this site.

Download link: http://www.dukespana.com/load.php?id=541

EDIT: Talking about duke españa, here's another map I found:

http://www.dukespana.com/load.php?id=430

Drip zone by Nuclear 36

Is not a bad map IRC and it worths playing.
Title: Re: Last map you played
Post by: Puritan on January 22, 2012, 11:33:23 PM
I'll download 'em and have a look.
Thanks for letting us know  ;)
Title: Re: Last map you played
Post by: MikeNorvak on January 22, 2012, 11:48:42 PM
Here's the english version of Drip Zone template if you want to use it.

[attachment deleted by admin]
Title: Re: Last map you played
Post by: Puritan on January 22, 2012, 11:56:34 PM
Thanks, Mike  ;)
Just passed "Routine".
It's sure worth an upload.
Title: Re: Last map you played
Post by: Forge on January 23, 2012, 01:35:29 PM
WGCity

perfect example of a destroyed city. constant action and lots to explore.
Title: Re: Last map you played
Post by: quakis on January 24, 2012, 09:40:43 AM
Cherenkov Station, reviewed here (http://taw.duke4.net/2012/01/duke3d/cherenkov-station/).
Title: Re: Last map you played
Post by: MSandt on January 24, 2012, 05:20:54 PM
Routine by Perro Seco. A regular key hunting city map with some clever design and nice ideas (like that Nukebutton you have to lower in order to finish the level), it lacks shading and shadowing, and there aren't many ammo in the begining, afterwards it has a nice gameplay. I took me 16 min, maybe you want to review it and host it on this site.

Download link: http://www.dukespana.com/load.php?id=541

Thanks for the heads up! This was well worth a review: http://msdn.duke4.net/hotroutine.php
Title: Re: Last map you played
Post by: Forge on January 25, 2012, 01:44:40 PM
Community Build Project 2

The first cbp made up of entirely new sections of maps made specifically for the project. Each section is still distinct as per author. Inconsistencies in design, flow, and gameplay still give the feeling of "stumbling" through the map. For all it's faults as an overall map, it's still enjoyable enough to give it a run through. The sections from the more seasoned mappers are definitely worth checking out.
Title: Re: Last map you played
Post by: Forge on January 25, 2012, 03:17:35 PM
fbsp001

nice looking high-tech base map. strong trimwork and architecture. bit claustrophobic and ambiance could have been enhanced with stronger lighting/shading work. few tricks and puzzles.

fbsp002

classic style city map with strong shading for atmosphere. kinda simple and not much in prominent architecture or detailing. mostly about finding keys and killing lots of pigcops.
Title: Re: Last map you played
Post by: Forge on January 26, 2012, 12:32:09 PM
JFCBP1 & 2

first community build projects using the new higher build limits. Both are well designed and detailed for the most part. 1 still seems a little disjointed from one section to the next. 2 is smooth in its transitions from author to author; they stayed true to the theme and texture set
Title: Re: Last map you played
Post by: Puritan on January 26, 2012, 01:23:26 PM
Great work ;)
Uploaded to the server.
Title: Re: Last map you played
Post by: Forge on January 26, 2012, 01:31:10 PM
still have cbp's 3,4,5, & 7 and the two Russian cbp's to do. i can do the dukeplus cbp as well if you want to host dukeplus maps
Title: Re: Last map you played
Post by: Puritan on January 26, 2012, 01:38:10 PM
^Oh yeah. Go ahead. DP maps are welcome  ;)
Title: Re: Last map you played
Post by: Forge on January 26, 2012, 03:08:51 PM
cbp 7

a gloomy factory styled map. pretty linear & not very challenging for either puzzles or combat. the majority of the map stays true to the theme with only a few exceptions.
Title: Re: Last map you played
Post by: MSandt on January 29, 2012, 08:18:30 PM
Played my Brave New World. There are only a few things I'd change if I were to update it.
Title: Re: Last map you played
Post by: Merlijn on January 29, 2012, 09:14:18 PM
Community Build Project 2

The first cbp made up of entirely new sections of maps made specifically for the project. Each section is still distinct as per author. Inconsistencies in design, flow, and gameplay still give the feeling of "stumbling" through the map. For all it's faults as an overall map, it's still enjoyable enough to give it a run through. The sections from the more seasoned mappers are definitely worth checking out.

Although back then, most seasoned mappers weren't seasoned yet. ;) I remember playing it again a while ago and not being very impressed by my part (it's even before red3 IIRC).  :P
Of the first batch of CBP's (pre-JFCBP), I thought CBP5 was the best. That's the one taking place in a snowy, spooky city and it feels more cohesive then most of the others. The atmosphere is kinda like red3 on ice.  ;D

On-topic: I've replayed the entire Roch series now.. Roch4 is the turning point: that's where the series goes from 'good' to 'fucking awesome'. In terms of urban settings, roch 6 & 7 are my favorites. They both look like believable cities, and the concert hall in roch 7 is a fantastic piece of work.
Title: Re: Last map you played
Post by: Forge on January 29, 2012, 10:02:21 PM
Played my Brave New World. There are only a few things I'd change if I were to update it.

That's been sitting in my que folder. Need to finish the cbp's, requests, and a few other maps for specific authors before I get to it

On-topic: I've replayed the entire Roch series now.. Roch4 is the turning point: that's where the series goes from 'good' to 'fucking awesome'. In terms of urban settings, roch 6 & 7 are my favorites. They both look like believable cities, and the concert hall in roch 7 is a fantastic piece of work.

Roch 2 had nice atmosphere, but Roch 4 is when it seems he stopped playing with tricks and started concentrating on the map as a whole. 6 & 7 are closely matched for game play, but the sector shading in 7 is more pronounced (especially indoor areas) giving the map slightly more depth. 8 has good game play, good atmosphere, and he shows his diversity by deviating from his usual urban environments to spaceship interior
Title: Re: Last map you played
Post by: Puritan on January 30, 2012, 09:24:47 PM
Played three maps in a row:
"Invasion of Aliran" by Matt da Mann.
"On Him Their Lives Depend" by Kevin Cools.
"Station Madness" by Igor Willems.


They are bit 'aged' but don't let it stop you from playing!
They're worth some 20-30 minutes of your time.  ;)
Title: Re: Last map you played
Post by: Maarten on February 01, 2012, 07:39:44 PM
Just replayed Maarten v. Oostrums ABBA.

Always been one of my favorites. This, Anarchy City, bobafett, fruit loops, red5... just to name a few


i guess it's just a nostalgia thing

You hit the nail on the head there.

I just replayed the whole red episode (played unfinished Redremake instead of Redduke/red1 tho).
What can say. Really nostalgia ..so much time did pass by already  :o
The second half of Red3 actually gave me creeps again :D
Red5 climax; one of the best ending IMO.
Title: Re: Last map you played
Post by: Gambini on February 02, 2012, 02:38:26 AM
Stop promoting your brother dude!  ;D His maps are already well known around here!

BTW the last map i played by yours was the huge stream Imperium´s map. You have not lost the touch  8)
Title: Re: Last map you played
Post by: Micky C on February 02, 2012, 02:46:34 AM
I haven't actually played the Red series yet. I tried playing Red 1 once, but I didn't see anything overly special about it, so I didn't feel motivated to play the others, even though I hear they're much better.

I spotted a map on the front page, Enlighten the Darkness: Again by Quakis, and just by looking at the textures and sprites in the pictures, I would have bet my life that it was a WGR2 map. And then I would have died because apparently they were just custom textures. But the similarity is very striking. http://www.scent-88.com/reviews/E/enlight/enlight.php
Title: Re: Last map you played
Post by: Gambini on February 02, 2012, 02:51:38 AM
Maybe because those textures were taken (as much for the map as for WGR2) from the same game?

You know the art, sounds and enemies in WGR2 is mostly ripped from Shadow Warrior Doom and Hexen. There were people doing that before too.
Title: Re: Last map you played
Post by: MikeNorvak on February 03, 2012, 07:28:58 PM
I haven't actually played the Red series yet. I tried playing Red 1 once, but I didn't see anything overly special about it, so I didn't feel motivated to play the others, even though I hear they're much better.

I spotted a map on the front page, Enlighten the Darkness: Again by Quakis, and just by looking at the textures and sprites in the pictures, I would have bet my life that it was a WGR2 map. And then I would have died because apparently they were just custom textures. But the similarity is very striking. http://www.scent-88.com/reviews/E/enlight/enlight.php

Yeah remember the WGR2 refurbishing for that map was canceled, what I think is a shame since it worked very well like a SS invasion type map.
Title: Re: Last map you played
Post by: Merlijn on February 04, 2012, 04:50:05 PM
I haven't actually played the Red series yet. I tried playing Red 1 once, but I didn't see anything overly special about it, so I didn't feel motivated to play the others, even though I hear they're much better.

Lol, that's by far the worst map of the series. I was a n00b back then and made about every single n00b mistake that I could possibly make with that map.  :P
If I'd ever release the series as a playable episode, red1 would be replaced by a completely new map (in fact, I was working on a remake a long time ago and it looked a LOT better. Never finished it though)


As an indicator: red1 scored 71 on MSDN (which was one of his lowest scores back then), red5 scored 99
Title: Re: Last map you played
Post by: Micky C on February 05, 2012, 01:10:13 AM
Yeah remember the WGR2 refurbishing for that map was canceled, what I think is a shame since it worked very well like a SS invasion type map.

Ah yeah I remember now, I played through it and it was pretty good. I think I might even have the refurbished map sitting around here somewhere. It's a real shame because it felt finished to me.

Lol, that's by far the worst map of the series. I was a n00b back then and made about every single n00b mistake that I could possibly make with that map.  :P
If I'd ever release the series as a playable episode, red1 would be replaced by a completely new map (in fact, I was working on a remake a long time ago and it looked a LOT better. Never finished it though)

As an indicator: red1 scored 71 on MSDN (which was one of his lowest scores back then), red5 scored 99

Wow, that's even lower than my first map  :o I'll take that as inspiration for the future  :)

Another reason I didn't play any of the others is because I got stuck in red 1 so I never finished it, and I was under the impression the series followed a story or something and that it's best to play them in order. IIRC I also found the map pretty hard. Perhaps I'll start off with red3 sometime.
Title: Re: Last map you played
Post by: MSandt on February 05, 2012, 01:14:51 AM
Perhaps I'll start off with red3 sometime.

No reason not to do it now!

Red 2 is not bad at all so you shouldn't miss it even if it doesn't quite have the kind of legendary status as the subsequent maps.
Title: Re: Last map you played
Post by: Merlijn on February 10, 2012, 10:49:25 PM
Played 'On him their lives depend 01' by Kevin Cools, I vaguely remembered it from years ago and the main page happened to have a direct link to the map.. Anyway, what's up with that beginning? I completely forgot about it, but having to fight several enforcers, turrets, a commander and what not with only my pistol was quite frustrating.. Not a good way to start a map.

Map looks very good, although it kinda lacks the richness and depth of the roch series.. Virus story seems tacked on and didn't add anything, but the name suggests it was supposed to be the first map of a series. Too bad the sequel never happened. Anyway, if you get past the beginning it's a solid and enjoyable map. And I know what 'het debiele restaurant' means, mwhahaha.  ;)
Title: Re: Last map you played
Post by: Forge on February 10, 2012, 11:34:54 PM
Played 'On him their lives depend 01' by Kevin Cools,

I got ripped on for the score i gave it back when i first played it. My review repeats what you said for the most part. I think the frustrating combat and annoying wtf just unlocked puzzles pissed me off, but it probably does deserve a little better than an 81.
Title: Re: Last map you played
Post by: Merlijn on February 11, 2012, 04:53:20 PM
I guess people were still used to Mikko's scale back then; compared to his scores, 81 is very low. And I guess we were a bit more forgiving to gameplay flaws back then (most people on AMC and DN-R were mappers themselves, to most of them great design = great map heh)

A really good map has both good design and good gameplay of course.  :)
Title: Re: Last map you played
Post by: Loke on February 14, 2012, 05:23:37 PM
Played Area 69 yesterday. I missed this map back in those days and I'm glad I took the time to play it now. Really enjoyable, I liked the general snowy theme and non-linear layout. The custom ART textures fit well into the map and was used in a great way. It wasn't perfect though as the difficulty was way off the scale with a gazillion enemies roaming about with very scarce ammo and health supplies. Towards the end though it became less of an experience in frustration and more enjoyable. The commanders in extremely tight corridors with no way to dodge their rockets pissed me off though and so did the stupid button puzzle near the very end.

Also played Begin To Nowhere by Mikko. Interesting to see how he evolved over the years.
Title: Re: Last map you played
Post by: MSandt on February 14, 2012, 10:58:52 PM
Just noticed that it got a review here along with my brilliant Aliens map. Thanks for the extremely generous score :P
Title: Re: Last map you played
Post by: Merlijn on February 17, 2012, 06:07:55 PM
Heh, I think 'Begin to nowhere' was one of the first maps I ever downloaded from MSDN. Just replayed it for fun; you surely evolved a lot since then heh. :)
Title: Re: Last map you played
Post by: Puritan on February 17, 2012, 06:14:06 PM
^He-he...you're right  :)
I'm actually having lots of fun when I play through all these old maps in order to take some screenshots.
I often remember the "mood" I was in at the time when I first played some of the maps.
Ah, those sweet memories.
Title: Re: Last map you played
Post by: Loke on February 17, 2012, 07:01:09 PM
Btw, thanks Forge for the Desert Storm review.  :-*
Title: Re: Last map you played
Post by: Forge on February 17, 2012, 10:42:51 PM
my pleasure
Title: Re: Last map you played
Post by: Gambini on February 18, 2012, 04:25:50 AM
He could´ve been a little more generous with the rating though.  :o ::) ???
Title: Re: Last map you played
Post by: Forge on February 18, 2012, 12:47:04 PM
He could´ve been a little more generous with the rating though.  :o ::) ???

I traditionally score maps up to five points lower than Mikko and Kim for the majority of it. Even though you know that and you're just trolling, I suppose not everyone is familiar with the lower than normal scores, which is why I bothered to respond at all.
Title: Re: Last map you played
Post by: Gambini on February 18, 2012, 03:04:27 PM
I´m not trolling. But i won´t start the rating discussion again either. Just compare the maps that rated around this one and you´ll see it is underrated for your standards. Raising the rating bar is a good idea though, it gives room for better maps, someday.
Title: Re: Last map you played
Post by: Puritan on February 18, 2012, 05:10:38 PM
... Raising the rating bar is a good idea though, it gives room for better maps, someday.


Second that.
Title: Re: Last map you played
Post by: Forge on February 18, 2012, 05:56:53 PM
Just compare the maps that rated around this one and you´ll see it is underrated for your standards.

other maps that I've rated 94:
Undesirable Elements
Fbsp001
Mincer City
KaiseR Land 01
Rush Back
Done & Dusted
RCPD Finale
Roch 2
Nightshade Army
Crucial Conflict: 2 - Waterworld
Crucial Conflict: 3 - Acupa Dylana

seems Desert Storm has some pretty good company. You sir, are on crack
Title: Re: Last map you played
Post by: Puritan on February 24, 2012, 09:30:31 PM
Replayed Demolition by Devastator the other night.
Man, he must have an unofficial world record in the usage of the C9 sprites!  :o
It's a hard and challenging map that should keep you on your toes for a while!
Title: Re: Last map you played
Post by: Micky C on February 25, 2012, 01:42:49 AM
Played Sin Centre by MetHy and Mikko Sandt, which was a fairly good classic styled map. I found it a bit hard on my first playthrough, finding myself short on health and ammo. Has a few visual glitches which need fixing. http://forums.duke4.net/topic/5298-release-sin-center/

Also played Crash and Burn by a newbie colonelconsequences. I found it very enjoyable. Obviously it's a bit underdetailed and has a few minor noob issues but it's really, really good for a first map. It's got a fantastic layout, and makes great use of triggered explosions and other scripted sequences which I won't spoil. Gameplay is very good and balanced. http://forums.duke4.net/topic/5299-release-crash-and-burn/
Title: Re: Last map you played
Post by: Forge on February 25, 2012, 04:26:08 AM
seen those earlier today. was going to get around to them. maybe one tomorrow (it's my son's birthday, so no hanging out on the computer for any amount of time), and another sunday
Title: Re: Last map you played
Post by: Gambini on February 25, 2012, 04:33:52 AM
Funny. I don´t know if I am unconsciously becoming a good player (i´ve been always mediocre) but Sin Centre seemed ridiculously easy for me.
Title: Re: Last map you played
Post by: Loke on February 25, 2012, 03:17:12 PM
Funny. I don´t know if I am unconsciously becoming a good player (i´ve been always mediocre) but Sin Centre seemed ridiculously easy for me.

Nah, I found it quite easy as well. Played on LR and pretty much breezed through it.
Title: Re: Last map you played
Post by: Merlijn on February 25, 2012, 03:28:00 PM
I agree, just played it and it's a pretty easy map. It's a pretty good one though, I really liked that big pool centre, a solid map in the original style for sure.  :)

PS: maybe Gambini is battle hardened by Imperium  ;D
Title: Re: Last map you played
Post by: Forge on February 25, 2012, 03:45:47 PM
Sincenter was very easy.

As for the design of locations, it was hit and miss. Some areas were good (the parking garage, the pool hall), some were just bland or sloppy (the last street area, the underground plaza, the stripper room, the air ducts)
Title: Re: Last map you played
Post by: Gambini on February 25, 2012, 04:19:16 PM
PS: maybe Gambini is battle hardened by Imperium  ;D

Yes. Imperium made me a tough and brave warrior. I´m not afraid of death anymore.  ;D
Title: Re: Last map you played
Post by: Forge on February 25, 2012, 06:55:25 PM
Sin Center has been updated with texture fixes and glitch repairs if you want to replace the one hosted on this site boss.

http://msdn.duke4.net/sincenter.zip

if you do I suppose you can change the rating as well to this:

Texturing/Lighting-Shading: 9/10
Sprite Work/Detailing: 8/10
Ambiance: 9/10
Architecture: 18/20
Layout: 19/20
Gameplay/Design: 25/30
Overall: 88/100
Title: Re: Last map you played
Post by: Puritan on February 25, 2012, 08:21:40 PM
Done, sire  ;)
Title: Re: Last map you played
Post by: quakis on February 28, 2012, 02:56:41 PM
Sin Centre by MetHunter, reviewed here (http://taw.duke4.net/2012/02/duke3d/sin-center/).
Title: Re: Last map you played
Post by: Puritan on February 29, 2012, 11:27:33 PM
Played Anorak City by Aymeric Nocus once again.
If somebody have given me this map and I didn't knew the author, it would have taken me 10 seconds to tell that it's Aymeric's work  ;)
Fantastic map. Recommended.
Title: Re: Last map you played
Post by: Merlijn on March 18, 2012, 03:53:49 PM
Finally played Back Alley, and I can see why it's liked so much. Very nice map that could have easily been a lost map from the original episodes. I especially like the outdoor design, it really looks like a back alley and the texturing and layout are well done. Indoors are not as memorable but still good. Too bad there isn't a sequel, the ending leaves you wanting more.

Also played my own Clear the coast again, I still like how huge this map is. :) From all my work, I think this one has the most replay value.
Title: Re: Last map you played
Post by: Trooper Dan on March 18, 2012, 05:28:26 PM
Also played my own Clear the coast again, I still like how huge this map is. :) From all my work, I think this one has the most replay value.

I concur.  Now for the sequel:  Clear the Canyon.  :)

EDIT:  Also Clear the Caverns and Pacify the Peaks.
 
Title: Re: Last map you played
Post by: Gambini on March 18, 2012, 06:08:33 PM
Red1 remake shares a lot of that hugeness feeling. I suggest you resume working on it.

Hell, when we shared our alpha maps, both was about equally completed. Mine has been already released a year ago. What about yours? I know you finished other projects in all this time too but rush the fuck up would you? :P

The copy i got dates from november 2009!
Title: Re: Last map you played
Post by: Merlijn on March 18, 2012, 08:03:28 PM
Heh well Imperium got in the way and that was a very time consuming project. ;)
Red1 remake still lies dormant on my HD, but you're right: I should resume the work and finish it one of these days. It's pretty close to completion..

And 'Clear the canyons' would be a fun (and accurate) nick name.  :P
Title: Re: Last map you played
Post by: Merlijn on March 22, 2012, 07:04:23 PM
Finally played Eddy's "The wall".. Wow, what can I say? Someone took the time to combine some of my favorite music with my favorite game. Awesome.  ;D
The cutscenes are really well done, I sort of missed the ultimate mindfuck that is "The trial" (look it up on youtube, but be warned, it's really trippy and weird) but who am I to complain?
Title: Re: Last map you played
Post by: Loke on March 22, 2012, 07:32:52 PM
"The Wall" was one of my favorite releases from last year. I'm not even a fan of Pink Floyd but damn was it a fun and refreshing experience playing through it.
Tried making a YouTube playthrough of it shortly after the release but it got blocked throughout the entire world whenever I tried uploading it. I guess that's what you get when you're trying to give something neat a bit of exposure. :/
Title: Re: Last map you played
Post by: Puritan on March 22, 2012, 07:56:35 PM
Yeah, I've experienced similar actions.
Sometimes your uploads will be accepted if you give credits to the original author in the description   tags  ;)
The "blocked due to copyright" messages will sustain for a few days and then disappear.
Title: Re: Last map you played
Post by: Merlijn on March 22, 2012, 09:06:53 PM
Yeah, copyright nazi's suck.

In other news: replayed Gambini's Mortum. (on a side note: this is a great strategy to get people to play your map: stir some debate about the rating!  ;D)

Looks good, but gameplay was lacking due to the really cramped environment (everything is undersized) and enemies constantly spawning behind my back. I did survive the "unfair" explosions, when the map adviced me to "just run", I did exactly that and I got out completely unscratched. Not a perfect map, but worth checking out.. although I have no idea who "Pampa" is.  :P
Title: Re: Last map you played
Post by: Forge on March 22, 2012, 10:19:31 PM
Speaking about stirring up some debate over maps. That score you did on my first map, Duke 3:16 is a load of crap. The review is great and very well done, but I think you need to go back and look at it again. I redid a few things and now an 84 is bullshit. There's no way this map is an 84. 74 is more like it.
Title: Re: Last map you played
Post by: MSandt on March 22, 2012, 10:28:01 PM
Finished Duke It Out In DC. A bit dull and lacking content but the levels are quite good.
Title: Re: Last map you played
Post by: Puritan on March 22, 2012, 11:38:11 PM
So Mikko, did you go nuts in " Smithsonian Terror"?
I still wake up at night screaming : "Get me out of here!"  ;D
Title: Re: Last map you played
Post by: MSandt on March 22, 2012, 11:46:18 PM
Yeah pretty much, the damn vent key. Took me 40 minutes, which is a lot.
Title: Re: Last map you played
Post by: Gambini on March 23, 2012, 12:58:06 AM
Looks good, but gameplay was lacking due to the really cramped environment (everything is undersized) and enemies constantly spawning behind my back. I did survive the "unfair" explosions, when the map adviced me to "just run", I did exactly that and I got out completely unscratched. Not a perfect map, but worth checking out.. although I have no idea who "Pampa" is.  :P

Pampa was my old nick, the one that were nowhere used never of ever because I´ve been an underground offline mapper for 12 years. I still believe my best ideas and mapping moments came from that era though. This about feedback, opinions, persuasions, reviews, ratings; really impacts on the mind of an artist (if i can be called so) and in my case in a negative way.
Title: Re: Last map you played
Post by: methy on March 23, 2012, 02:04:20 PM
Here is something that should have an impact on you :

Stop calling yourself an artist because you've made a couple of usermaps for a 15 years old game.
You're starting to make me think of DavoX.
Title: Re: Last map you played
Post by: Merlijn on March 23, 2012, 05:35:29 PM
Why? If creating a level is concidered art, then mappers are artists. Making a user-map is a way to channel your creativity, so calling it art is a valid opinion. Regardless of the age of the game..
(for example: I wouldn't hesitate to call 'The wall' a work of art)

@ Forge: I think I still based the rating on the MSDN-scale back then.. So the rating means "not quite a hot map, but it's close and this mapper has potential" I could replay the level and try to adjust the rating according to this sites rating scale..
Title: Re: Last map you played
Post by: MSandt on March 23, 2012, 05:43:05 PM
Yeah mappers are of course artists, although I think what Met has a problem with is using the term because it's lame.
Title: Re: Last map you played
Post by: Forge on March 23, 2012, 06:21:13 PM
Why? If creating a level is concidered art, then mappers are artists. Making a user-map is a way to channel your creativity, so calling it art is a valid opinion. Regardless of the age of the game..
(for example: I wouldn't hesitate to call 'The wall' a work of art)

@ Forge: I think I still based the rating on the MSDN-scale back then.. So the rating means "not quite a hot map, but it's close and this mapper has potential" I could replay the level and try to adjust the rating according to this sites rating scale..

if creativity = art then art = mapping

I personally think my map, 3:16, over rated. I'm not asking for a whole new review, maybe just a re-evaluation of the score. Up to you though, if you have the free time. If you decide to, please download the one from this site. It's updated (the biggest reasons are the sewer chute height was adjusted, so now you won't get squished when entering it & you can't screw up the barrel puzzle - if you're observant and notice what opens when the last conveyor switch is thrown).
Title: Re: Last map you played
Post by: MSandt on March 23, 2012, 06:52:04 PM
Re-reviews are one thing but I'd recommend against re-evaluations. If you go down that path, you're gonna have to re-evaluate constantly.
Title: Re: Last map you played
Post by: Forge on March 23, 2012, 07:35:32 PM
Good point.

@merlijn okay, the map has been updated with bug fixes and adjustments of some of the sector work. If you have the time, would you please consider modifying the original review and score where necessary, as compared to the newer version of the level. If the score goes down, then I should have left well enough alone.

now it's not a score verification. It's a re-review for an updated version of the map.
Title: Re: Last map you played
Post by: Puritan on March 23, 2012, 07:53:30 PM

now it's not a score verification. It's a re-review for an updated version of the map.


[Parkade alert]  ;D [/Parkade alert]
Title: Re: Last map you played
Post by: Forge on March 23, 2012, 11:22:45 PM
lol.

you need to give credit to the original update king.

All hail Gambini! Long live the King!

If my map has a flaw where the player could walk to the finish in 3 seconds, I wouldn't care. The only remote reason I would update the level is if I broke something unawares and made the map to where it couldn't be finished.

I'm merely interested in a second look from the original reviewer  ;) *a wink's as good as a nod to a blind bat*
Title: Re: Last map you played
Post by: Gambini on March 24, 2012, 01:01:56 AM
Stop calling yourself an artist because you've made a couple of usermaps for a 15 years old game.
You're starting to make me think of DavoX.

I dont consider myself an artist, like a Picasso or such. But I do my modding/mapping for the sake of art. Art as the guys said, Is making something off your creativity. And that´s what I do. So in simple words if a map can be called art, I´m an artist because i´m a mapper.

However that post you answered to is strange. Yesterday (just like today) I was in a very bad mood. The stress I´m having at work is affecting the way express myself and is going to affect my health soon. I didn´t want to mean what it looks like. Having a place (even if its tacit) where people that shares a hobby can discuss their works/impressions/whatever is awesome.
Title: Re: Last map you played
Post by: Trooper Dan on March 24, 2012, 02:52:26 AM
I still believe my best ideas and mapping moments came from that era though. This about feedback, opinions, persuasions, reviews, ratings; really impacts on the mind of an artist (if i can be called so) and in my case in a negative way.

I understand what you mean.  Henry Ford (the first mass producer of automobiles) once said, "If I had asked people what they wanted, they would have said faster horses."
Title: Re: Last map you played
Post by: Puritan on March 24, 2012, 02:57:24 AM


However that post you answered to is strange. Yesterday (just like today) I was in a very bad mood. The stress I´m having at work is affecting the way express myself and is going to affect my health soon. I didn´t want to mean what it looks like. Having a place (even if its tacit) where people that shares a hobby can discuss their works/impressions/whatever is awesome.


Mmmmm.....most of us takes a toll of life.
But I like the direction of your tone, so to speak.

Title: Re: Last map you played
Post by: Merlijn on March 24, 2012, 05:55:13 PM
Good point.

@merlijn okay, the map has been updated with bug fixes and adjustments of some of the sector work. If you have the time, would you please consider modifying the original review and score where necessary, as compared to the newer version of the level. If the score goes down, then I should have left well enough alone.

now it's not a score verification. It's a re-review for an updated version of the map.

Ok here's your new review, I kept the rating the same because IMO it's the perfect rating for the map. I think this review is better then the old one. Feel free to replace it with this one.

Review: Duke 3_16

*please note: this is an updated version of the map. Since some points of my
original review don't apply anymore, I wrote a new one*

After a wild night (how the heck did that girl end up in his closet?), Duke tries to take a well-deserved nap, but of course there's no such thing as peace and quiet in Dukeworld. Soon, the sounds of explosions disturb the silence and an angry Duke grabs his weapons, ready to teach someone a few lessons about being a good neighbour. Naturally, the city has been invaded once again and as soon as he leaves the house, he's welcomed by a whole bunch of trigger-happy pigcops.

A medium sized city level and Forges first release. The outdoor scenery here is quite good, with a nice eye for detail and a convincing, ravaged look. The main steet area is complemented by some good looking unreachable scenery. This updated version also allows for some more exploration, which is definately an improvement. However, I would have liked some more variation in the shapes of the buildings; most of them are just big squares. Indoor design is less consistent; some areas look very good, while others still have a bland and unpolished look to them, especially compared to Forges later releases. Design wise, the power station is easily the weakest part of the map. Luckily, the map picks up after that.

Gameplay can be moderately challenging, especially if you didn't save some RPG ammo for the final battle. Still, there's nothing an average player can't handle here. The beginning might be a bit hard, with several pig cops sniping you from a distance. You better take cover before you're toast! The amount of health and ammo seemed to be just right, although I wouldn't mind finding some more RPG ammo. Also, the map throws some clever puzzles at you. There's one puzzle here that can be screwed up, but only if you don't pay any attention to your surroundings. This puzzle used to malfunction, but thanks to the update it now works without a problem.
Like you'd expect from a Duke map, the player will be rewarded for exploring; keep your eyes open for secret areas. The blander parts of the map hurt the gameplay a bit and make the map feel longer then it should be, but overall this is an enjoyable play and worth checking out.

Rating: 84
Title: Re: Last map you played
Post by: Puritan on March 24, 2012, 06:16:13 PM
Thanks, Merlijn  ;)
Review page updated.
Title: Re: Last map you played
Post by: MSandt on March 24, 2012, 07:46:09 PM
Started playing LR&WB yesterday. Just finished Khaki Space. Seriously, this is one of the most demanding maps ever. Took me nearly 40 minutes.
Title: Re: Last map you played
Post by: Forge on March 24, 2012, 09:02:44 PM
Thanks Merlijn, appreciate it.  8)

If you still find the map to be as high as an 84, then I respect your decision. With all your experience playing and mapping, I will not doubt your judgement.
Title: Re: Last map you played
Post by: Merlijn on March 25, 2012, 08:09:51 PM
No problem. :) And I might be an experienced mapper/player, but I'm not an experienced reviewer.  :P Anyway, I'm glad you accept my opinion.
Title: Re: Last map you played
Post by: Puritan on March 26, 2012, 06:09:20 PM
Played "Urban Reclamation" by Reginukem.
Just a small walk down memory lane with some oldies for me today.
This little map took me about 12 minutes to finish.
A small city with a few aliens and some key card hunt.


Btw: Mikko, the link on MSDN to this map is broken  ;)
Title: Re: Last map you played
Post by: methy on March 26, 2012, 09:02:45 PM
Urban Reclamation by Reginukem.

Discovered this map through this site, a nice little surprise.

The map has got really good ideas in terms of gameplay layout, the way progression through the map goes. It's got one theme and plays around with it quite well.
Nice explosions, and nice cars as well.

However the map lacks in shading & texturing departments which prevents it from being a hit.
Gameplay is also somewhat lacking because there just isn't enough action for such huge areas; plus destroyed buildings and rooftops could call for some really interesting fights.

A shame because one day of polishing and the map could be twice as good.
Title: Re: Last map you played
Post by: MSandt on March 26, 2012, 09:03:56 PM


Btw: Mikko, the link on MSDN to this map is broken  ;)

Fixed now, thanks!
Title: Re: Last map you played
Post by: Puritan on March 26, 2012, 09:11:35 PM
^^ Yeah, that was my thoughts too.
For example when I entered the destroyed rooftop and spotted the keycard I was expecting commanders or something protecting it.
 Also the sewage system is calling for action, more locations...etc.


^ My pleasure,Mikko.  ;)
Title: Re: Last map you played
Post by: Merlijn on April 01, 2012, 01:44:44 PM
Played Qred by Quakis (a remake of red1). I was a bit surprised to see it scoring lower then the original, since design a lot better (especially indoor).. But after playing it, I can kinda see why. Lay-out feels a bit uninspired and as a whole, the map just feels unfinished. For example, I wonder why Quakis didn't put any enemies in the restaurant. Or why the house only had a few rooms (they looked better then the original, but in the original you could explore every single room on 2 floors)..
Title: Re: Last map you played
Post by: quakis on April 01, 2012, 02:53:02 PM
Honestly speaking, Qred was unfinished and rushed out of the door way too soon, especially with TSOF coming out a week later. There was so much more I wanted to add back then, including an actual interior for the concert hall and various other additional buildings in the area. When I look at it now, I feel it was a poor effort overall, but some people seem to enjoy it more than the original map. I'm not usually one for discussing ratings, but I think 71 is way too generous. :P
Title: Re: Last map you played
Post by: Forge on April 01, 2012, 05:06:32 PM
I think it'd be pretty neat if you completed what you wanted to do with Q-Red. It looked like it could have alot of potential, but it felt like it was left alone halfway through the build
Title: Re: Last map you played
Post by: Merlijn on April 01, 2012, 08:29:30 PM
Yeah, it does have potential to be much better. As I said, design is superior to the original. The fact that there's no interior for the concert hall was probably the most disappointing aspect of the map.
Title: Re: Last map you played
Post by: quakis on April 01, 2012, 11:01:51 PM
Although it could be neat to see that, at this point if I were to actually make any kind of update to Qred, I'd more than likely start it from scratch, because my mapping has improved considerably since then. And if I were to do that, it would probably be a better idea putting all that time and effort on a fresh, new map to be honest. ;)
Title: Re: Last map you played
Post by: Merlijn on April 28, 2012, 05:49:37 PM
Played Shuttle escape, the review was spot on. While the star wars references were very well done and well designed as well (the first view with the death star and the cruisers lingering in the background is pretty amazing, some of the best unreachable space scenery I've ever seen), many hallways and rooms just look boring and n00bish.. It's really baffling to me, seeing amazing and well crafted starships from star wars next to those ugly, undetailled and bland hallways. It's almost like 2 completely different authors made the map..

Also, the cell block has sloped walls that kill you (and at least half of your enemies), lol.

Still recommended for the well done star wars references and solid gameplay.
Title: Re: Last map you played
Post by: MSandt on April 28, 2012, 09:02:45 PM
Yeah that's exactly what I think every time I come across that map.
Title: Re: Last map you played
Post by: Puritan on May 08, 2012, 02:16:55 PM
Played Doomcity (http://www.scent-88.com/reviews/D/doomcity/doomcity.php) by Pipeline again.
A very good city level it is. In my opinion, this level is far better than his "overrated" Hell station map  ;)
Title: Re: Last map you played
Post by: Micky C on May 08, 2012, 02:42:46 PM
The pictures definitely look good, I might have to give it a play through some time.
Title: Re: Last map you played
Post by: Trooper Dan on May 08, 2012, 05:01:37 PM
Yeah that has always been my favorite Pipeline map.  My only complaint about it is that there is too much health and ammo.
Title: Re: Last map you played
Post by: Kevin Mooney on May 09, 2012, 03:17:32 PM
Just played Doomcity myself. I agree too much health/ammo (didn't use skill settings tho'), but definitely an old favourite. Well up there design-wise with the original maps.
Title: Re: Last map you played
Post by: quakis on May 17, 2012, 08:43:49 PM
The Stairwell, by Zykov Eddy. Reviewed; http://taw.duke4.net/2012/05/duke3d/the-stairwell/
Title: Re: Last map you played
Post by: David B. on May 26, 2012, 12:11:34 AM
I just tried The Stairwell, around midnight, lights off so it was completely dark.
In the stairs the tension increases but did still nothing to me until... something appears just in front of me (will not say what for those who still haven't tried it).

After this, I stood up and switched on a little table light in the room before resuming the game cause I felt insecure : for me, that experience worked.
Usually I'm not sensible and I'm pretty kind of horror movies... but the fact is nothing happens after a lot of steps and suddenly a thing take you...
Surprising.


Title: Re: Last map you played
Post by: David B. on May 31, 2012, 09:32:24 PM
I've Just found The Wall from Eddy Zykov.
This is a masterpiece (moreover I'm fan of Pink Floyd...)
Great & convincing.
Title: Re: Last map you played
Post by: Merlijn on June 03, 2012, 03:23:52 PM
I agree about The wall, it's a great piece of work and one of Eddy's best. Liking Pink Floyd helps a lot I guess.  :D
Title: Re: Last map you played
Post by: Loke on June 03, 2012, 07:33:26 PM
The Wall is one of the best maps I've played and I'm not even particularly fond of Pink Floyd.

I can't say why really, everything just feels... right. It's like you're dwelling deep into someone's mind and exploring their sanity. Of course it could've used some more proof-reading but that's something I can easily forgive.
Title: Re: Last map you played
Post by: Puritan on July 12, 2012, 08:23:51 PM
Just played "Monastery of Darkness by Schronzki.
Man, I must by rusty...I died two times  :o
This is actually a map for my likings. You must be on your toes expecting ambushes almost throughout the map.
The design is clever too.
A must have, at least for me.
Title: Re: Last map you played
Post by: Loke on July 14, 2012, 07:27:11 PM
Gates Motel and Perejil by papamonos. Both good maps though overall I preferred Gates Motel -- Perejil started to drag on after about 3/4 and most of the custom textures looked horrendous.
Title: Re: Last map you played
Post by: Merlijn on July 21, 2012, 06:43:54 PM
I played the recently released Desert Complex. I must say it was a very good experience. While I don't agree with all of the design choises (the skybox looked messy and some rooms were a bit too stuffed) the layout is very, very good and some of the locations were very well done. Thanks to the unlinearity, the variety of locations and the general layout, the level remained interesting all the way through. Gameplay was good too.
Title: Re: Last map you played
Post by: Micky C on July 22, 2012, 12:08:00 AM
Undertaker is very much a breakout mapper. Even in the NBCBP his map was by far the best, and didn't seem like a noob map to me at all. Now he's released several good maps in a short time frame (I think they were already partly done, but still) and I think he's even younger than I am :o
(I'm only 19 but I'm already starting to feel the effects of old injuries accumulating in a permanent fashion. I feel like I'm having a mid life crisis  :( )
Title: Re: Last map you played
Post by: Puritan on July 22, 2012, 12:44:04 PM
Played "Watergun" by Kevin Sipes.
I found this map back in 2007 somewhere on the web and handed it over to Kim.
When going through some oldies on my HD I suddenly remembered this map.


A small map but I think it's a very good one for it's age.
Only problem I had was to find that yellow keycard....oh well, guess I'm not awake yet  ::)


I wrote a small review and bunged it to our server.
Go ahead and check it out!
Title: Re: Last map you played
Post by: Loke on July 24, 2012, 09:47:48 PM
Damned Dam by Jawon Lee. For being from '98 the outside was fairly good with some decent architecture such as the actual dam while the inside was a inconsistent hit-or-miss mess. Some areas looked acceptable enough such as the mess hall and the office while the other majority was more or less just a bunch of ugly, interconnected claustrophobic hallways barely enough to fit the player with minimal detailing and questionable texturing. Apart from the very average mapping the actual gameplay was good enough to warrant a playthrough.
Title: Re: Last map you played
Post by: Loke on July 25, 2012, 08:05:51 PM
Watergun by Kevin Sipes and Waste Land by Rethan. Really enjoyed Watergun, felt as some sort of abandoned old 3D Realms map that didn't make the cut with solid gameplay and nice shading. The boss battle was quite a shocker as it was straight in your face with absolutely zero preparation though ultimately it was sort of easy in the end.

Waste Land was... well, it didn't really like it. At all. A nice example of a map with overall surprisingly good mapping, for its time, and terrible gameplay which consists of nothing more than searching every nook and cranny of supplies to help you overcome tedious fights of assault commanders and sentry drones in tight, barely navigable caves. Funnily you run into tons of Shrinker ammo but oddly enough you never find the actual weapon; apparently he just used the ammo crystals as decoration since you find them lying around protozoid eggs.
No, the whole map just frustrated me beyond belief and to this day I still don't understand why people insist of placing sentry drones inside tight corridors with barely any room to move or escape. The same applies to inescapable timed explosives -- it's not challenging, it's fucking annoying.
Title: Re: Last map you played
Post by: Forge on July 25, 2012, 08:56:10 PM
the shrinker in waste land is hidden in a cave towards the beginning of the map in that fairly large open area with all the trees and that small temple. If you explore the area you'll find the wall crack.
Title: Re: Last map you played
Post by: Loke on July 25, 2012, 09:16:33 PM
Wow, that would've made short work of the commanders, thanks for the tip. Kinda silly making it only accessible through a secret though as it can be easy to miss. Since you get tons of ammo for it you'd think it would be easy to find too.
Title: Re: Last map you played
Post by: Puritan on August 08, 2012, 04:47:48 PM
Played "West was won" by Alan Page again today.
A sweet journey through the outbacks.
I've reviewed it and bunged it to our server as well.


Hint: When you've found the blue key card be sure to look carefully behind the rocks that are in front of some cliff walls  ;)
Title: Re: Last map you played
Post by: methy on August 09, 2012, 11:29:21 AM
played Savior for the first time thanks to Forge http://www.scent-88.com/reviews/S/savior/savior.php

Fantastic map with a lot of surprises; maybe one of the best maps of year 1996.
The only downside is that some of the new art tiles stick out from the rest (like the skulls and that flat spaceship looking thingey)

took me 16mins and found 3/4 secrets
Title: Re: Last map you played
Post by: MSandt on August 09, 2012, 01:49:41 PM
Doesn't ring a bell (well, the name does) so I'm gonna have to take a look.
Title: Re: Last map you played
Post by: Forge on August 09, 2012, 05:17:03 PM
The level has been hosted at DN-R since 2007. That's the downside to having huge repositories; maps disappear into obscurity unless they catch your attention when they're uploaded.
Title: Re: Last map you played
Post by: Puritan on August 09, 2012, 09:44:49 PM
I'm going through many of those maps I barely remember from back in the days.
I found "Winter" by Andrey Silantyev.
And I found it worthy 1 hour( :o ) of my time playing it again.
It is a huge level made for explorers since the map is far from linear.
But I liked it and gave it one of my "crap map" crap reviews and an upload.
Title: Re: Last map you played
Post by: Loke on August 11, 2012, 05:32:47 PM
Needle Time by Alias Conrad Coldwood and Beta Station by Kevin Slater. Both great maps. Beta Station was a pretty typical space themed map although disappointingly short and fairly easy while Needle Time was a pleasant surprise with some really good custom textures and great design. The gameplay wasn't anything out of the ordinary and somewhat on the easy side unfortunately. Doesn't seem like Coldwood released any more maps after this which is a bummer since he seemed to be a really good mapper overall.
Title: Re: Last map you played
Post by: methy on August 11, 2012, 05:36:03 PM
I'm going through many of those maps I barely remember from back in the days.
I found "Winter" by Andrey Silantyev.
And I found it worthy 1 hour( :o ) of my time playing it again.
It is a huge level made for explorers since the map is far from linear.
But I liked it and gave it one of my "crap map" crap reviews and an upload.

You made a typo for the name of the map both on the name showing on the front page on the screenshot and on the url of the download link though

Edit : I've played it now. It's a solid 1997 release, huge, long, some good ideas, the winter theme is a nice change of feel for the typical Duke3D city stuffs. The only part of the map that sticks out is that one area with the arcade and the boxing center : layout both indoor and outdoor look bad and do not make sense for the most part. Otherwise a very enjoyable map, especially good for its time.

Needle Time was a pleasant surprise with some really good custom textures and great design. The gameplay wasn't anything out of the ordinary and somewhat on the easy side unfortunately. Doesn't seem like Coldwood released any more maps after this which is a bummer since he seemed to be a really good mapper overall.

I remember liking Needle Time a lot, for once I liked the extra textures
Title: Re: Last map you played
Post by: methy on August 24, 2012, 10:51:39 AM
Sewage by Allan Page. Still the amazing flawless classic I remembered it to be!

I also replayed Wild West and The Aztec Ruins by Peter Williams. Wild West is okay but some good ideas, but the lack of shading is the main issue.

The Aztec Ruins is still as great and I stand saying it's still his best map (above the more recent Pjsloth 1)
Title: Re: Last map you played
Post by: Gambini on August 25, 2012, 01:55:49 AM
You like desert maps? stay tunned because i´m about to share something very related to that.
Title: Re: Last map you played
Post by: Merlijn on August 25, 2012, 01:14:28 PM
I also played Sewage, very good map with great layout and some clever puzzles. I sometimes ran very low on health, but I guess that's my rusty skills showing up again.  :P Really liked the way the map ended as well, it's the perfect conclusion.
Title: Re: Last map you played
Post by: MSandt on August 26, 2012, 05:53:46 PM
Alan Page is one of the best old mappers, solid work throughout.
Title: Re: Last map you played
Post by: David B. on August 31, 2012, 07:07:01 PM
Anyone remember Anslem by Robert Travis ?
That's not the last map I've played but it's one of the maps I like the most (BTW There is also a multiplayer version).
It's big, enjoyable, and the architecture is good enough.

And I see it's not on the maps listing... so maybe it would be fine to add this one.

Title: Re: Last map you played
Post by: Puritan on August 31, 2012, 07:15:45 PM
That's one of the classics.
I'll bet Forge got Anslem on his list  ;)
Title: Re: Last map you played
Post by: Forge on September 01, 2012, 12:32:47 AM
Anyone remember Anslem by Robert Travis ?
That's not the last map I've played but it's one of the maps I like the most (BTW There is also a multiplayer version).
It's big, enjoyable, and the architecture is good enough.

And I see it's not on the maps listing... so maybe it would be fine to add this one.

I have 250 maps in my todo list and this is one of them.

Feel free to try your hand at writing a review for it if you wish. (p.s. my method is not the standard, review and score it however you want)
Title: Re: Last map you played
Post by: David B. on September 01, 2012, 02:54:33 PM
Here is my review suggested  :)

"

Anslem is a classic map based upon a majestic temple or castle enclosed in a large outdoor area.
It fully takes advantage of single player mode, but also offering all mutliplayer modes for a Coop / Deathmatch experience, despite being a tad bit larger for this purpose.

One could recognize the syle of the author for the wilderness environment – in the same vein as Aztec – and its classic architecture which don’t disappoint at all.

The game is a key card hunt cleverly hidden in a non-linear layout allowing a free exploration of this impressive building and its surroundings –
generously infested by the vermin. This aspect brings undeniably a replay value and I would expect nothing more from a good map.

Texturing is on average – maybe somewhat repetitive and monotonous - lighting-shading is appreciable.
Overall, everything has been carefully designed.

A well-known large and enjoyable old map.

Texturing/Lighting-Shading: 7/10
Sprite Work/Detailing: 7/10
Ambiance: 8/10
Architecture: 18/20
Layout: 19/20
Gameplay/Design: 29/30
Overall: 88/100.

"
Title: Re: Last map you played
Post by: Puritan on September 01, 2012, 03:50:01 PM
That's a cool review.
I'll upload it tomorrow. ( I'm off for a social event  8) )
Title: Re: Last map you played
Post by: Forge on September 01, 2012, 03:58:01 PM
I think you have a future in review writing  ;)

To make life a little easier on Puritan I would attach the map file so he doesn't have to look for it.
Title: Re: Last map you played
Post by: David B. on September 01, 2012, 04:38:38 PM
Many thanks.
Here is the entire file.

see ya.
Title: Re: Last map you played
Post by: Puritan on September 01, 2012, 04:49:02 PM
Got it.
Thanks  ;)
Title: Re: Last map you played
Post by: Puritan on September 10, 2012, 08:44:19 PM
I'm still shuffling through some old maps from my HD and today I stumbled across: Voltage by McGarnicle.
I gave it a quick review and an upload.  ;)


A very well done space-themed map from way back in 1996.
It's a small to medium sized map well balanced with lots of nice touches.


I recommend playing through this one if you aren't familiar with it.
Title: Re: Last map you played
Post by: MSandt on September 10, 2012, 09:19:23 PM
I distinctly remember that being a good map.
Title: Re: Last map you played
Post by: methy on September 18, 2012, 09:12:13 AM
I remembered Voltage, it's a good small map, just too bad it's ruined by the shitty few insta-kill sectors if you get too close to void in several places.

I also remembered and replayed Palace Charitas. I really like the design and layout, however I cheated (DNCLIP) at the beginning because apparently I needed some explosive to blow up the wall to continue progress that I could never find (I even restarted the map, and then I remembered it happened when I first played it years ago as well).

I just played Unleashed http://www.scent-88.com/reviews/U/unleashed/unleashed.php (http://www.scent-88.com/reviews/U/unleashed/unleashed.php)
Took me 10 minutes and found 1 out of 2 secrets. A pretty damn good map, nice visuals, and quite a few very nice effects especially for its time.
Too bad gameplay is a bit boring, there is a typical flaw of early usermaps : there is health and armor everywhere. Probably because back then most players played with keyboard only default controls and it used to be a lot harder to avoid enemy attacks.
Title: Re: Last map you played
Post by: Forge on September 18, 2012, 03:41:40 PM
I also remembered and replayed Palace Charitas. I really like the design and layout, however I cheated (DNCLIP) at the beginning because apparently I needed some explosive to blow up the wall to continue progress that I could never find (I even restarted the map, and then I remembered it happened when I first played it years ago as well).

Should have asked for help before cheating, i would have told you where to find the trip mine, and where the switch is in the private room off the coat check lobby.
Title: Re: Last map you played
Post by: Puritan on September 18, 2012, 03:55:16 PM
^This might be the place (http://www.scent-88.com/forum/index.php/topic,41.0.html)  ;)
Title: Re: Last map you played
Post by: Loke on September 20, 2012, 05:31:40 PM
FactoryX by Nick Farrow. Good map overall but I found the large amount of backtracking a tedious process. Very easy to get lost in the beginning too but you get hang of the place after running around helplessly for a while. Another problem I had was that it was way too easy.
Title: Re: Last map you played
Post by: MSandt on September 22, 2012, 03:55:50 PM
That Unleashed thing was a pretty good find, really liked all the effects and texturing.
Title: Re: Last map you played
Post by: Loke on September 22, 2012, 10:32:16 PM
Anarxiticalcity by Alexander Bak. Absolutely grand design with some pretty fun gameplay. Towards the end I believe I accumulated about 500 enemy kills over roughly 50 minutes. Some parts were confusing though and I'm not even sure I grabbed the first blue key card the right way.
Title: Re: Last map you played
Post by: Sanek on September 23, 2012, 10:11:45 AM
Sorry for the OT, but I don't want to do new theard for that:

Can't you recall me the name of one map with action in the airplane? It was released in the early 00x, and it have quite modern design.
Title: Re: Last map you played
Post by: Puritan on September 23, 2012, 10:42:15 AM
Skycity 2 by Ilovefoxes ?
Title: Re: Last map you played
Post by: Sanek on September 23, 2012, 11:22:27 AM
Skycity 2 by Ilovefoxes ?
No, sorry.
Title: Re: Last map you played
Post by: quakis on September 23, 2012, 01:05:50 PM
Boeing 747, or Passenger Jet?
Title: Re: Last map you played
Post by: Sanek on September 23, 2012, 02:34:00 PM
Boeing 747, or Passenger Jet?
YES, that's what I mean! But...where I can download 747? It wasn't on the site and Mikko's links is broken.
Title: Re: Last map you played
Post by: Puritan on September 23, 2012, 03:23:38 PM
I'll bet Mikko is gonna fix the link within minutes after he has read your post  ;)
Title: Re: Last map you played
Post by: MSandt on September 23, 2012, 09:35:12 PM
The problem is that I'm gonna have to reupload tons of files as Fileplanet is no more. Here's Boeing anyway:
Title: Re: Last map you played
Post by: Sanek on September 23, 2012, 10:58:34 PM
The problem is that I'm gonna have to reupload tons of files as Fileplanet is no more. Here's Boeing anyway:
Thank you!

EDIT: Hey, wait a minute...Thank you anyway, but I'll finally realised what I want - this Passenger Jet level! Do you have it?
Title: Re: Last map you played
Post by: Puritan on September 24, 2012, 12:14:12 AM
Yup  ;)
Title: Re: Last map you played
Post by: Puritan on September 26, 2012, 04:52:42 PM
Just played The Toy Factory (http://www.scent-88.com/reviews/T/toyfactory/toyfactory.php) by Tim Coulson.


I'd almost forgot about this map. What a shame.
After the standards of 1998 this map is excellent.
Only drawback would be where to go after you've found the second red key card....


I suggest you spend some 15-20 minutes on this map!
Title: Re: Last map you played
Post by: Puritan on September 27, 2012, 10:59:52 PM
Yo-ho-ho...what a cool ride!
I've found a map from back in 1997 that actually made me talk to myself while playing  ;D
I got excited ( no Forge, it's not what you think ), really excited.


Escape from the State Prison (http://www.scent-88.com/reviews/E/escapeprison/escapeprison.php)
Title: Re: Last map you played
Post by: methy on September 28, 2012, 09:09:25 PM
Escape from the State Prison (http://www.scent-88.com/reviews/E/escapeprison/escapeprison.php)

Cool map ! I even liked the "enhanced" pigcops!
Title: Re: Last map you played
Post by: methy on October 07, 2012, 08:21:53 AM
Satanic. Good map, I liked the layout of the map and also the traps. I have 2 problems with it though : if you go down the pit where the yellow lock is before getting the yellow card, you're stuck and can't get up. Also at the end you have to fight 2 BLords from a narrow path and I had no ammo (didn't find the devastator)
Title: Re: Last map you played
Post by: methy on October 09, 2012, 11:37:06 AM
Seaworld. Another great oldie brought to me my scent-88. Great shading, great map layout, classic feel map.

Been playing Seaquest as well which seems really good as well despite its poor shading. However I'm stuck : where is the blue lock?
Title: Re: Last map you played
Post by: methy on October 11, 2012, 10:44:06 AM
SiFeya6a. sucked.

Sitting in space : good oldie, if you don't mind the unfair commanders and drones
Title: Re: Last map you played
Post by: MSandt on October 11, 2012, 09:24:50 PM
Puritan seems to have discovered a bunch of good oldies no one had ever even heard of. Gonna have to put some of these on MSDN as well.
Title: Re: Last map you played
Post by: Puritan on October 11, 2012, 10:34:36 PM
Puritan seems to have discovered a bunch of good oldies no one had ever even heard of. Gonna have to put some of these on MSDN as well.


Cool  ;)
Keep our hero alive!


I do have quite a few more not that famous maps in store for you guys.
Actually, I' feel like a caretaker in a museum that is shuffling through long forgotten cardboard boxes in the basement and the addict  ;D
Title: Re: Last map you played
Post by: methy on October 11, 2012, 11:43:47 PM
in the basement and the addict  ;D

No Puritan, YOU are the Duke3D addict!
Title: Re: Last map you played
Post by: Puritan on October 12, 2012, 12:07:07 AM
Guilty as charged since 1997  ;)
Title: Re: Last map you played
Post by: methy on October 12, 2012, 09:18:29 PM
Breakin In and Then Out by Paul B.

Good oldie! Nice effect in the central command room. I also liked how there are 2 different paths; though it was a bit confusing when reaching the end without having visited one of the paths and while still having a keycard to use, so I backtracked to visit everything.

keep the good oldies comin'!
Title: Re: Last map you played
Post by: methy on October 17, 2012, 12:00:18 PM
Sleaze : pretty cool oldie with plenty of various places to visit, unlinearility, good attention to details thanks to sprite. However it suffers from crampedness in indoor areas and also I gave up without finishing it : you're supposed to find hidden buttons all over the map I was pretty sure I went everywhere, so I must have missed one or two.
Title: Re: Last map you played
Post by: methy on October 21, 2012, 03:35:36 PM
Silder2 http://www.scent-88.com/reviews/S/slider2/slider2.php (http://www.scent-88.com/reviews/S/slider2/slider2.php)

I'd rate it a lot more than 72, it's kind of an oldie and design, while being unconsistent, has quite a few nice looking places. Gameplay is pretty good too, I especially liked the fights in the crates store room at the start. Shading is good too, but like for the rest of the design, inconsistent as well.

The tram was cool too and I liked the original textures used for it.
The map also has some cool ideas here and there like the cigarette and beer dispensers (kinda like in DNF!). I never thought about that but I think I'm going to rip it off in my next release :P

The main problem of the map is that well, there are no key card or anything, so there is no sense of progression, and afaik there is no ending either! (pretty sure I went everywhere but couldn't find one). Also there are too many 100% HP medipacks.

A good map overall, even though I almost didn't want to try it due to the low score given.

Some screenshots :
(http://i101.photobucket.com/albums/m51/Corentin3/duke0001.png)
(http://i101.photobucket.com/albums/m51/Corentin3/duke0002.png)
(http://i101.photobucket.com/albums/m51/Corentin3/duke0003.png)
Title: Re: Last map you played
Post by: MSandt on October 21, 2012, 03:52:39 PM
The author has some good maps in this episode: http://msdn.duke4.net/revsteve.php
Title: Re: Last map you played
Post by: methy on October 21, 2012, 03:57:31 PM
The author has some good maps in this episode: http://msdn.duke4.net/revsteve.php

I remember playing this episode when it was released. I remember it to be really good, I should replay it sometime.
Title: Re: Last map you played
Post by: MSandt on October 21, 2012, 04:02:37 PM
The author has some good maps in this episode: http://msdn.duke4.net/revsteve.php

I remember playing this episode when it was released.

That was aeons ago, you don't happen to be referring to the date when it was reviewed on MSDN or some other recent site?
Title: Re: Last map you played
Post by: methy on October 21, 2012, 04:06:34 PM
2009 is the review date?

Actually, now I'm not sure if I played the whole thing or not... the first screenshots ring a bell but not the rest. I'll check it out
Title: Re: Last map you played
Post by: methy on October 21, 2012, 04:22:20 PM
Chinatown http://www.scent-88.com/reviews/C/china/china.php (http://www.scent-88.com/reviews/C/china/china.php)

A good map, however, if the author hadn't used Shadow Warrior textures and sticked to Duke3D textures it would have probably been "ok" at best. Architecture, texturing and shading is very basic for the most part. So the map is mainly good because it's quite original to play in SW textures and also because the layout of the map is good : it's very straightfoward and you feel like you're really making a real progression through a town.

For the small things : I liked the way you have to "move" the tram to be able to keep going. However I did not like the 2 trap rooms, especially the 2nd one which is quite unfair if you're not prepared (not to mention that the first time I walked back as the door was shutting down which means I was stuck outside).
Title: Re: Last map you played
Post by: Puritan on October 21, 2012, 06:02:50 PM
I had to check the Slider2 upload once again.
You're absolutely right, Methy: The score is too low.
The 72 score is for another map.
My desk is a mess with notes and faq's and God knows what  :P
I've mixed it up.
Title: Re: Last map you played
Post by: methy on October 23, 2012, 08:35:00 PM
2009 is the review date?

Actually, now I'm not sure if I played the whole thing or not... the first screenshots ring a bell but not the rest. I'll check it out

and no, I hadn't played it in the past.
I played the first episode and most of it is very average at best and forgettable. It gets a bit better near the end though.
I'm at the beginning of episode 2 and it's starting to get interesting.

In the meantime I've also just played for the first time:
Island Fortress (1997) http://dukerepository.com/maps/Island_Fortress (http://dukerepository.com/maps/Island_Fortress)
The kind short but fun map that could be pulled out in a couple of hours by any modern mapper in a speedmapping contest. This being said, it's really not bad and there are some interesting design elements for a 1997 map.

Drafted by Hangnail (2008) http://dukerepository.com/maps/Drafted (http://dukerepository.com/maps/Drafted)
Surprinsgly I had never played this one either and it's really good. Architecture and layout are interesting because they feel more like they belong in a Quake map, which makes it quite unique for a Duke map. The boss fight at the end was really fun too and made me realize how good it was to fight a horde of Newbeasts underwater before or without a Queen.

Gonna replay the ADG episode now because it's great and I play it once every often!
Title: Re: Last map you played
Post by: methy on October 23, 2012, 09:52:55 PM
Gonna replay the ADG episode now because it's great and I play it once every often!

Still as good ! Short, clean and solid design with some nice details and great shading.

My only complain is that gameplay is too heavily shotgun oriented. The episode could have used more weapons.
Plus there are too many atomic healths, although most of them are hidden.
I still couldn't find every secret places even though there are few and I did try to look for them.

What happened to Alejandro? He was a great mapper, haven't heard of him in years.
Title: Re: Last map you played
Post by: Puritan on October 23, 2012, 10:25:50 PM
What happened to Alejandro? He was a great mapper, haven't heard of him in years.


Well, he's around.
Check the M.o.M pages.
I've made a short interview with him in August  :)
Title: Re: Last map you played
Post by: methy on October 23, 2012, 10:44:09 PM
Well yeah, he's saying he doesn't build anymore and that he plays Duke once or twice a year.

Anyway I just played Snakebay http://www.scent-88.com/reviews/S/snake/snake.php (http://www.scent-88.com/reviews/S/snake/snake.php)

Not a bad map : the theme is original, and its completly unlinear. The small boat going around the lake is cool (I've happened to dream of making something like this when walking around lakes IRL).
What kills the map is the lack of shading though, and the teleporters to go in/out buildings feel noobish.
Title: Re: Last map you played
Post by: MSandt on October 23, 2012, 11:45:33 PM
Played that Slider 2, I actually think it's in the Steve Long episode thing, I certainly have played it before.
Title: Re: Last map you played
Post by: methy on October 24, 2012, 12:31:57 AM
Suburbs (1997) http://taw.duke4.net/2011/01/duke3d/suburbs/ (http://taw.duke4.net/2011/01/duke3d/suburbs/)

Good oldie. Cool locations and map layout. Quite a few good ideas.
Sector shading is very good however the lack of wall shading shows.

If texturing and architecture wasn't so simple it would be a very good map.
Title: Re: Last map you played
Post by: quakis on October 26, 2012, 12:14:10 PM
Could anyone recommend a horror themed user map which I either haven't yet reviewed on my site, or is in great need of a re-review over there? Here's the link for reference (http://taw.duke4.net/category/duke3d/). It would be nice to have one as part of my site's horror themed event.
Title: Re: Last map you played
Post by: methy on October 26, 2012, 01:49:44 PM
Maybe the previous Dark Places map.

________________________________

After a couple days break I got back into my map (re)playing rush :

It Lives by Gambini :
I appreciated a lot more than when I played it when it was released, it's really a great map. I can't really say much about it that hasn't been said already though. It's long, has variety a real sense of progression, good puzzles for a Duke 3D map (somewhat original and at the same time not too hard to figure out, but will take you a couple of seconds of thinking), and it keeps surprising you as you keep going.
On the down sides I didn't like the enemies respawning in your sight and also at the beginning you are provived with way too much shotgun ammo.

I replayed Rush Back by Gambini :
A really good map with great texturing and a few nice effects (loved the train moving in your face), however the crampedness kinda kills the gameplay. Also that hidden button at the beginning is just horrible and might have put off many players right at the beginning of the level.

I also replayed Desert Storm by Locke http://dukerepository.com/maps/Desert_Storm (http://dukerepository.com/maps/Desert_Storm) :
A really great map, again I learnt to appreciate it a lot more than the first time I played it. There is a real sense of progression through the level, architecture, texturing and shading are detailed just enough, some fights are really good due to some interesting enemy choice combos.
I also loved how at the beginning you really have to deserve getting that RPG and the atomic health through that long underwater/alien cave area. I also loved how you can skip it altogether and it's not mandatory, but it rewards the player who takes the time to explore and looks hard enough.

Quakis' Simple-Minded http://dukerepository.com/maps/Simple_Minded (http://dukerepository.com/maps/Simple_Minded)
A map made in 3 days. Short, simple fun. The enemy placement and choices kinda suck and gameplay can almost get boring, but that's also probably due to the simpleness of the layout of the map which limits the possibilites.
I liked the bossfight because of how close to the Cycloid the player was.

Sobeach http://www.scent-88.com/reviews/S/sobeach/sobeach.php (http://www.scent-88.com/reviews/S/sobeach/sobeach.php) :
An oldie from 1997 with quite a few surprises : transparent water, sprite with shadows; as well as a nice level architecture.
I also liked the big scale of the map, it made the building feel really massive and important.
Like the review says it's a shame shading isn't better; but this map is still worth checking out, it will take 10mins of your time.

2 the max http://www.scent-88.com/reviews/0-9/2themax/2themax.php (http://www.scent-88.com/reviews/0-9/2themax/2themax.php) :
Boring map from 1999. I mean, shading and architecture is kinda okay, but the layout and themes used don't make sense. Gameplay is terrible as well as it consists in making tons of enemies respawn in front of you while giving you the equivalent of 10 times more ammo and weapons you can carry.
The last part, a remake of the first level of Doom II, is completely uncessary. It looks and plays awful too and ends up ruining the little good thoughts you still had on the map.
Title: Re: Last map you played
Post by: Puritan on October 26, 2012, 06:14:08 PM
A side note:
Both "Simple Minded" and "Desert storm" is reviewed and sitting on our server if you like another points of view  ;)
Title: Re: Last map you played
Post by: Forge on October 26, 2012, 06:33:54 PM
2 the Max wasn't originally intended to be a single player map; it was specifically designed for co-op which explains the incredibly stupid amount of weapons and ammo, as well as the duff balloons. That being said, there are still too many weapons and supplies.
Title: Re: Last map you played
Post by: Puritan on October 26, 2012, 06:47:07 PM
But it's a matter of taste anyway.
I actually played this map three times in a row  :)
And I had a great time trying to beat the level only with the shotgun ( except from the ending sequence).
It was quite challenging to move around hitting a button and then quickly step aside, turn around and blow the face off the respawning vermin  ;D
Title: Re: Last map you played
Post by: Gambini on October 27, 2012, 03:10:31 AM
On the down sides I didn't like the enemies respawning in your sight
I regret about that. But it was the only way I had to keep enemies silent and in their place until the player finds them.

Quote
at the beginning you are provived with way too much shotgun ammo.
The beginning shouldn´t have had any enemies around. I just left the "fill every gap" impulse dominate me. It may have been a lot better if you were exploring a desolated hospital, until you find the way to blow up the wall in the waiting room. I never got around to make two versions (the current and the enemies-free-beginning) and compare, but that was a plan.
Title: Re: Last map you played
Post by: Forge on October 27, 2012, 04:53:42 AM
It was originally without a load of enemies and supplies at the beggining and had a slower ramp up to the action, but you cut out the section with the boat to re-allocate resources.
Title: Re: Last map you played
Post by: Gambini on October 27, 2012, 05:01:19 AM
That intro was better. Unfortunatelly it required more resources at its unfinished state than its replacement at its complete state. You wouldn´t believe the things I´d have built if there were no sprites/walls/sectors limits  :P
Title: Re: Last map you played
Post by: Forge on October 27, 2012, 05:08:40 AM
If there weren't any limits I'd still be on my second map  :P

I still have that beta floating around on my hard drive somewhere if you want it.
Title: Re: Last map you played
Post by: Gambini on October 27, 2012, 05:38:17 AM
If there weren't any limits I'd still be on my second map  :P
Lol, probably I´d be still adding details to Blown fuses too

Quote
I still have that beta floating around on my hard drive somewhere if you want it.

What beta? that map named Swinefluforfaggots? Don´t worry I have 2 gbs full of Blownfuses and itlives iterations.
Title: Re: Last map you played
Post by: methy on October 27, 2012, 04:46:58 PM
More great older stuff I've just played for the first time :

Invaders http://dukerepository.com/maps/Invaders (http://dukerepository.com/maps/Invaders)
Found it on DNR's On This Day. A space map but which is surprisingly not generic at all and actually rather original by combining space/alien textures with also textures more commonly used in tech maps and horror maps. Very clean design all the way through and some original ideas, and there are even quite a few very nice looking spaceships throughout the level.
A good medium sized map which only problem is its crampedness.

DaikariN randomly found on http://dukenukem3dtc.tripod.com/id124.html (http://dukenukem3dtc.tripod.com/id124.html)
You guys are very very mean. I mean, why haven't you told me about this episode before ? If you keep more secrets like this one to yourself please let them out.

Anyway - DaikariN is a fantastic 7 maps episode released in 2005 but made in 2002 (according to MSDN's review).
It includes 5 levels as well as one short boss map and one secret map (which sucks, but it's the least important of the bunch).
The first level is a classic city map which is so good it would fit perfectly in Metropolitan Mayhem.
The next map is an underground EDF base.
The next two maps take place in a medieval castle/mountain setting.
The last 3 maps take place on a base on the moon.

This might seem typical, right? However, except from the 2 castle/mountain maps, the authors uses mostly textures you don't usually see in this type of levels, as a result the environments look incredibly great and original, especially for its time.
Architecture is rather "squarish", which is why I love it, but always detailed just right. Shading is perfect. Gameplay is great (although there might be too many health packs and shotgun/chaingun ammo everywhere, but that's typical for an episode, and I would have liked to get the shrinker and freezer earlier). Map layout and level progression are good, and there is enough eye-candys, explosions and respawn to never get you bored.

My two only complains : some music would have been nice; also in the boss map the boss diseappeared when reaching the lava area in the center.

Everyone should (re)play this because it needs more recognition. MSDN's review http://msdn.duke4.net/hotdaikarin.php (http://msdn.duke4.net/hotdaikarin.php)

Some screenshots in case you're still not convinced :

(http://i101.photobucket.com/albums/m51/Corentin3/Duke%20Nukem%203D/daikarin1.jpg)

(http://i101.photobucket.com/albums/m51/Corentin3/Duke%20Nukem%203D/daikarin2.jpg)

(http://i101.photobucket.com/albums/m51/Corentin3/Duke%20Nukem%203D/daikarin3.jpg)

(http://i101.photobucket.com/albums/m51/Corentin3/Duke%20Nukem%203D/daikarin4.jpg)

(http://i101.photobucket.com/albums/m51/Corentin3/Duke%20Nukem%203D/daikarin5.jpg)
Title: Re: Last map you played
Post by: Forge on October 27, 2012, 10:31:07 PM
@methy

if you add a little more to your summaries and provide 6 screenshots, we could probably use them for official reviews if that's something you're interested in. you seem to be playing alot of old, cool stuff.
Title: Re: Last map you played
Post by: ck3D on October 28, 2012, 09:51:30 AM
i remember that daikarin episode, i randomly found it too and posted about how great it was on dn-r many many years ago. I couldn't believe I had never played it before as well, so I know how you feel like. I could have sworn we had talked about it before though !
Title: Re: Last map you played
Post by: Gambini on October 28, 2012, 12:39:39 PM
I played it in coop a few years ago with Mr. William Gee and Mr. Maarten van Oostrum. William already knew it so he was leading us, at some point we entered this large room and both me and Maarten said :wow:. And Willy said: I told you it was good you bitches!
Title: Re: Last map you played
Post by: quakis on October 28, 2012, 01:00:08 PM
I remember enjoying Daikarin a lot back when I played it for the first time. I'm actually considering giving that another go when I get the chance and write a new review. The old one I wrote years ago doesn't do this classic any justice. ;D
Title: Re: Last map you played
Post by: Nancsi on October 29, 2012, 11:36:17 AM
Daikarin had its moments, especially with the first two maps. But I don't like the ancient maps and the random supposedly-space map turn out. the gameplay seems very one dimensional with only liztroops and lizmen to fight against. Also those maps are too short. The boss map is short but fun at least.
Title: Re: Last map you played
Post by: Puritan on October 29, 2012, 12:50:29 PM
Thanks to methy for an excellent DaikariN review  ;)


I like the fact that this is a community where everybody can contribute.
Title: Re: Last map you played
Post by: Loke on October 29, 2012, 04:14:42 PM
Just played that Daikarin episode. I've already beaten most of those maps in Attrition numerous times but playing through them as an episode felt fresh regardless. Really good overall even though the later maps weren't as good as the first two. I also felt that there were an overabundance of health packs making it very easy to pretty much plow through it without worrying about your health.
Title: Re: Last map you played
Post by: methy on November 06, 2012, 09:58:25 PM
Spaceport http://www.scent-88.com/reviews/S/spaceport/spaceport.php (http://www.scent-88.com/reviews/S/spaceport/spaceport.php)

Kinda slightly above average map. Design wise nothing is bad and it doesn't feel old or noobish, shading is good, textures are well chosen for the most port and always well aligned. However the layout of the map is kinda weird with all its long cramped corridors and overall it looks very generic.
There are a couple of interesting ideas.
Gameplay felt kinda bland.

Took me 15mins, found 1/5 secret (the one which you're told where it is), played without the custom user.con but that didn't seem to matter.
Title: Re: Last map you played
Post by: Nancsi on November 09, 2012, 12:34:03 PM
Just a little trivia for the Daikarin episode:

The author used hi-tags instead of lo-tags for enemy skill settings at the second half of the first level (hotel part). Which means you play on come get some no matter what skill settings you use.

Another trivia: the boss can disappear in the last level, as soon as it reaches the middle purple part.

On a side note: I think the second level is really brilliant. I love the first one as well, but that Area 51 type basement look very original and fresh looking. For the contrast, the fifth level is just a meh. It's another basement, but it feels like a random DooM map. The DooM-styled key doors indicate that too, so that might be the author's purpose.

Another thing I don't like from map 3 to map 5 is enemy placement. While there is a large scale and variety in the first two levels, only liztroops and lizmen are found in the other levels, with one random Battlelord in each levels + there are 2 small Octabrain locations.
Title: Re: Last map you played
Post by: Merlijn on November 09, 2012, 08:47:54 PM
The boss doesn't completely disappear, he gets teleported to the outdoor section for some reason.. Fighting him on the pyramid is more fun then in that cramped room anyway. :)

I recently replayed it, and the first 2 maps are really good. I pretty much agree with Nansci about the 2nd and the fifth map. I also liked the 2 medieval levels though, especially the second one was pretty good.
Title: Re: Last map you played
Post by: Puritan on November 12, 2012, 11:39:19 PM
Yay! We've reached 400 uploaded maps today.
Spy Hard by Juan Pablo Lenceiro is actually a fun map to play if you're reading the template first.
Knowing something about what to expect makes it a cool experience.
Title: Re: Last map you played
Post by: Sanek on December 02, 2012, 04:19:51 PM
Found on my hard drive that "map" called "ZOMBIEMODE". If you don't want to save your progress in game every time, you just should load that map to start where you died.

[attachment deleted by admin]
Title: Re: Last map you played
Post by: ck3D on December 29, 2012, 10:43:48 PM
besides Riverside Town (on which I commented on Duke4), I just played an obscure city map called 7Eleven.map (yes, I was intrigued by the name), by the author of Escape from Alcatraz. It was actually pretty damn good, the design is very very basic but at the same time very clean and polished (I only spotted one misaligned texture), pretty much like an early Episode 3 level (the start reminded me of Bank Roll). The layout was also pretty excellent. It's a short ride, I made it through in less than ten minutes, but it's fun. Gameplay is perfect and reminiscing of older user maps. The thing reminded me of New York Plaza a little bit. Only complaint is that a few indoor areas were so undetailed that they did look a bit poor and shabby (ie. the inside of the convenience store itself). A couple of extra minutes spent on fixing those obviously rushed rooms and maybe stronger lighting would have made this map a hot map in my book.
Title: Re: Last map you played
Post by: ck3D on December 30, 2012, 01:35:15 AM
LORCH (which I just posted about on Duke4), and right now I just finished ESBN 6, that map Mikko reviewed a few weeks ago on MSDN. It was better than I expected and I really liked the challenge, I died a couple times which is worth mentioning. That level just keeps throwing massive amounts of enemies at you, and you are in for some pretty intense firefights. Liztroops by dozens, lots of pigcops and lizmen too, even though you start off barely armed with a pistol that you have to find in a trash can in a street packed with monsters. It's not noobish by any means unless that type of gameplay would suggest, too, the map itself is very well designed, with a clean look and good shading / lighting, and the monsters are well placed and not random - it just so happens to be a lot of them. It only got a little annoying in some cramped areas, especially an underwater maze where you have to find a keycard at some point, and you have no scuba gear (you can only surface back where you started, and octabrains get in the way). I know it doesn't sound fun when I put it like that, but the map is actually pretty damn cool to play. I liked it !
Title: Re: Last map you played
Post by: ck3D on December 30, 2012, 03:56:38 AM
just played Retaliation and Parkade for the first time (I can only play TROR maps when I am on someone else's computer). Didn't think much about Retaliation, to me it's clearly a demonstration map à la Bobsp, which clearly goes overboard with detailing to the point where it stops being immersive (way too many sound effects, palette values, complex spritework everywhere, not bringing up the TROR because it was originally supposed to be a TROR practice map but still). It was enjoyable but so short I had to play it again a second time to make sure I had gone the right way and that I hadn't missed anything, and so that I could actually take the time to look at all the (epileptic) eye-candy (during my first playthrough I had fallen into the first manhole instantly by accident and completely missed the first street area, before even having been able to explore around and look at all those promising building entrances, that I assumed to be enterable, so for some reason I assumed I took a wrong path by glitching my way through a floor, and felt frustrated the entire play). Took me three minutes. It is a good looking map, but that's pretty much it. Everyone can make uber detailed maps in 2012. I didn't think the gameplay was interesting, so I prefer to be neutral and just look at it as a museum kind of map, like the Bobsp of TROR in 2012.

Parkade was a different story, the gameplay was much more interesting, albeit I spent a while roaming around and looking for where to go next, I think it's because I did something wrong (again) and collected the keys in the wrong order, I managed to enter the room with the sleeping newbeasts and the yellow key by crawling under the door, which I was not sure I was supposed to, the layout of the map was already complex (plus I was getting visual glitches all over the place with TROR and it was getting on my nerves) so I just kept going, in the end I think I finished the map with one yellow lock left untouched and a few rooms left unexplored, oh well, I don't think I missed out on much. Not much to say about that map especially seeing as the visual glitches I was getting prevented me from enjoying the sight, I was in it solely for the gameplay, and it was fun, even though confusing at times. Two very different building styles between Paul B and Micky C, not too sure who built what but I could spot the differences from location to location. That car with the shotgun inside killed me like five times before I managed to get the gun without actually trying to enter the car.
Title: Re: Last map you played
Post by: Nancsi on January 02, 2013, 12:40:01 PM
I've recently played ADG, and well, it's not as good as I remembered it. Leveldesign is fantastic, especially the shadows, with realism was al over there, and locations were clean. However the episode lacks in other departments:

- Very skimpy use of ambience sounds. They are rare, and the whole thing is too silent (except for the rainy level, where it was done well).
- Shotgun. Always shotgun. It's not fun to fight against pig cop hordes with shotgun only. More massive weapons should have been there.
- Enemy placement is meh. Too many pigcops, and too few others. The first map aside there are no Enforcers, and Commanders, Drones, Slimers etc. are very rare. Octabrains however have been put into locations where they don't belong.
- The final map is too short and uninspired. Also, the gameplay is too linear with every key in sight, and there is no way you can use alternate paths. It got old by the 4th level actually.

Despite all of these issues, this thing worth playing because of all the eyecandy (the 1st map looks lesser than the others).
Title: Re: Last map you played
Post by: Micky C on January 02, 2013, 02:38:35 PM
Parkade was a different story, the gameplay was much more interesting, albeit I spent a while roaming around and looking for where to go next, I think it's because I did something wrong (again) and collected the keys in the wrong order, I managed to enter the room with the sleeping newbeasts and the yellow key by crawling under the door, which I was not sure I was supposed to, the layout of the map was already complex (plus I was getting visual glitches all over the place with TROR and it was getting on my nerves) so I just kept going, in the end I think I finished the map with one yellow lock left untouched and a few rooms left unexplored, oh well, I don't think I missed out on much. Not much to say about that map especially seeing as the visual glitches I was getting prevented me from enjoying the sight, I was in it solely for the gameplay, and it was fun, even though confusing at times. Two very different building styles between Paul B and Micky C, not too sure who built what but I could spot the differences from location to location. That car with the shotgun inside killed me like five times before I managed to get the gun without actually trying to enter the car.

Yeah you're not supposed to be able to get through that door. From memory there's a shotgun ontop of a 3D car, not sure about inside, unless Paul changed that in one of his many updates  ::) You shouldn't be getting any glitches though assuming you're running it in polymer. Otherwise you must have played it in classic or worse polymost and the map was not designed for that. I'm glad you liked the gameplay, it was a complete mess and literately an afterthought. "Ok we've built all this cool stuff now what the hell is the player supposed to do". But I guess it turned out ok. I still prefer the original gameplay compared to the final version that was finalized a year later imo.
Title: Re: Last map you played
Post by: MSandt on January 02, 2013, 03:25:35 PM
I've recently played ADG, and well, it's not as good as I remembered it. Leveldesign is fantastic, especially the shadows, with realism was al over there, and locations were clean. However the episode lacks in other departments:

- Very skimpy use of ambience sounds. They are rare, and the whole thing is too silent (except for the rainy level, where it was done well).
- Shotgun. Always shotgun. It's not fun to fight against pig cop hordes with shotgun only. More massive weapons should have been there.
- Enemy placement is meh. Too many pigcops, and too few others. The first map aside there are no Enforcers, and Commanders, Drones, Slimers etc. are very rare. Octabrains however have been put into locations where they don't belong.
- The final map is too short and uninspired. Also, the gameplay is too linear with every key in sight, and there is no way you can use alternate paths. It got old by the 4th level actually.

Despite all of these issues, this thing worth playing because of all the eyecandy (the 1st map looks lesser than the others).

Yeah I agree, there are bits that spice up the gameplay but combat itself is pretty monotonic.
Title: Re: Last map you played
Post by: ck3D on January 02, 2013, 05:06:19 PM
Yeah you're not supposed to be able to get through that door. From memory there's a shotgun ontop of a 3D car, not sure about inside, unless Paul changed that in one of his many updates  ::) You shouldn't be getting any glitches though assuming you're running it in polymer. Otherwise you must have played it in classic or worse polymost and the map was not designed for that. I'm glad you liked the gameplay, it was a complete mess and literately an afterthought. "Ok we've built all this cool stuff now what the hell is the player supposed to do". But I guess it turned out ok. I still prefer the original gameplay compared to the final version that was finalized a year later imo.

i never really understood shit to the differences between polymer, polymost and the like, the settings i always play with on the computer i used are 1024 x 768 32 bpp with polymer unchecked. that's classic mode, right ? anyway before even playing parkade, i had already observed that those settings i am using always result in visual glitches whenever i play a map with true room over room, i am just too lazy to change them (and really didn't know that just activating polymer would have done the trick), i knew it wasn't directly related to your map, i was merely throwing it out there that those glitches (although coming from my end) distracted me while playing the level, so that my experience was probably not representative and true to the quality of the map.

about the shotgun it was inside the 3d car when i played but maybe the sprite glitched through the roof or something. i assumed that was normal so i tried to crawl through the car windows which squished me repeatedly. i guess i was just being stupid. and i know what you mean about implementing gameplay as an afterthought, i have done that in some maps of mine before as well... but yeah, it didn't feel improvised when i played it, it seemed pretty coherent to me, and well thought-out with the final battle. don't know what the differences with the original version were, though !
Title: Re: Last map you played
Post by: Forge on January 02, 2013, 05:28:21 PM
i never really understood shit to the differences between polymer, polymost and the like, the settings i always play with on the computer i used are 1024 x 768 32 bpp with polymer unchecked. that's classic mode, right ?

In the most basic sense:
8bpp=classic
32bpp w/polymer box unchecked=polymost
32bpp w/polymer box checked=polymer

to kill the polymer lights for performance boost, type in console r_pr_lighting 0
Title: Re: Last map you played
Post by: Puritan on January 02, 2013, 09:23:06 PM
ck3d is caught playing Duke again.
Fire him!  ;D
Title: Re: Last map you played
Post by: ck3D on January 03, 2013, 12:38:33 AM
i never really understood shit to the differences between polymer, polymost and the like, the settings i always play with on the computer i used are 1024 x 768 32 bpp with polymer unchecked. that's classic mode, right ?

In the most basic sense:
8bpp=classic
32bpp w/polymer box unchecked=polymost
32bpp w/polymer box checked=polymer

to kill the polymer lights for performance boost, type in console r_pr_lighting 0

Thanks. I actually remember following polymer and polymost a little back when they were introduced, but seeing as I don't know anything about graphic technicalities and how similar both names are, in addition to only dabbling in the game from a pure mapper perspective, I always got everything mixed up. This, plus hearing of all the other assets, such as the HRP, dukeplus only features that came around at about the same time... I am so lost sometimes. Now I understand a little better again.
Title: Re: Last map you played
Post by: Micky C on January 03, 2013, 12:40:50 AM
don't know what the differences with the original version were, though !

Just lots and lots of little changes. Paul did a lot of tweaking of my gameplay after the release to what he thought was better, but of course each mapper has his own idea of "better" and I prefer what I did  ;) I also think he slightly compromised the singleplayer experience in favour of multiplayer. He went crazy patching it up for multiplayer towards the end.
Btw if you're curious, the building that I did completely on my own was the one where you blow up the crack at the front to get into (it's also got a mailbox under the verandah).

To add to what Forge said:
8 bit classic is somewhat compatible with TROR. Maps can be made to be completely compatible if care is taken, however most maps like Parkade just don't bother.
32 bit polymost is the absolute WORST renderer to use for TROR. You should avoid it at all costs. It's also the one you used haha.
32 bit polymer is 110% compatible with TROR and blatent SOS with zero glitches. However the framerate can be a bit slow especially in large detailed areas. Technically plagman is working on speeding it up but it's slow going. It's also the one with the fancy modern lights and other shader effects (and can eventually use classic's 8-bit tables for a more gritty shading effect).

So for TROR, try to use polymer if you can, otherwise your only other option is classic.
Title: Re: Last map you played
Post by: ck3D on January 03, 2013, 12:47:01 AM
Hmm, I see. Thanks for the heads up. Wait, by blatant SOS, do you mean that polymer now actually supports the traditional way of building sectors over sectors, in addition to the new true room over room feature ? like, can you now build overlapping floors the old way, so that they can now be seen in game at the same time ?
Title: Re: Last map you played
Post by: Micky C on January 03, 2013, 01:13:42 AM
Exactly. The original Sector over Sector which caused HOM in classic and polymost works in Polymer. I wouldn't say it's "supported", it's always been like that and it's simply how the renderer works: It just draws everything (that's why it was so easy to make it work flawlessly with TROR, it only needs a single render pass as opposed to classic which needs a new render pass for each TROR portal).

Just to be clear we're talking about the same thing, here's a short video showing SOS in both renderers:
http://www.youtube.com/watch?v=RNIDlSEzeA0

Edit: I hope you're starting to see why I love polymer so much, it's just the perfect renderer, and as it gets more features added and is optimised to run faster, it will only get better  :-*
Title: Re: Last map you played
Post by: ck3D on January 03, 2013, 01:34:55 AM
that's pretty awesome, i didn't even know that. i think i will keep making my maps the old way though, making sure that the player can't see overlapping floors, for compatibility issues and because i actually somewhat enjoy having to deal with that limit (it is always the most rewarding feeling when you build a complex sector over sector mess and realize that you built everything perfectly accordingly so that the player will never find that one odd angle that allows him to see the whole deal at once... i spend so much time trying to break sector over sector effects in user maps it's not even funny). but it's really good to know that if anything goes wrong, telling the players to just use polymer fixes it... convenience convenience.

for the record all there is in the big map i started almost two years ago now, that i have posted about a couple of times here and there before, and never got to finish, is a five-story building, partly destroyed and with windows on different sides with a lot of sight on the surrounding street, which doesn't use true room over room, only the old sector over sector trick, and somehow i still managed to make it work with no HOM, i felt pretty proud and lucky of that back then
Title: Re: Last map you played
Post by: ck3D on January 03, 2013, 01:35:50 AM
ck3d is caught playing Duke again.
Fire him!  ;D

i even started a new map two or three days ago, to release it before i leave my hometown again on the 5th... but it's probably not going to happen... so far it's just one big room...
Title: Re: Last map you played
Post by: Gambini on January 03, 2013, 02:03:55 AM
it's just the perfect renderer

Come on! Polymer is without a doubt the less perfected renderer. At its current state, it´s glitchy and slow as no other.
Title: Re: Last map you played
Post by: Loke on January 03, 2013, 02:11:06 AM
it's just the perfect renderer

Come on! Polymer is without a doubt the less perfected renderer. At its current state, it´s glitchy and slow as no other.

Yeah, it's awful at the moment. I can barely play any map in Polymer without sacrificing the framerate. I need my 60+ FPS otherwise I can't play properly and anything below 30 is unacceptable.
Title: Re: Last map you played
Post by: Micky C on January 03, 2013, 05:04:27 AM
I know it's incomplete with the inability to draw multiple parallax skies and the showview command (which is part of the same problem), and there's a bit of transparency problems with models, but apart from that, how is it glitchy?
And ok it is unreasonably slow but it's not that bad, you can still get plenty of speed out of it if you know what you're doing. Look at Diaz.

Ok fine it has some issues. But those bugs, lack of features, and slowness will all be fixed at some point. Maybe I should say it WILL be the perfect renderer :P
Title: Re: Last map you played
Post by: Gambini on January 03, 2013, 06:11:34 AM
Quote
how is it glitchy?


The most annoying thing IMO is the decal sprites clipping walls.

Quote
you can still get plenty of speed out of it if you know what you're doing. Look at Diaz.


Was Diaz that guy that was happy having 15 fps on a i7 extreme with a top notch video card?  ::)
Title: Re: Last map you played
Post by: Micky C on January 03, 2013, 10:21:27 AM
Hey don't forget that video I took of part of one of my serious sam levels. That had a lot of lights spawned by actors and the level is huge, plus I'm running fraps. My computer is from early 2009 and didn't have above average power or anything.
http://www.youtube.com/watch?v=rtE1OJyWWwU
Title: Re: Last map you played
Post by: ck3D on January 04, 2013, 01:01:40 AM
Routine, downloaded off MSDN here : http://msdn.duke4.net/hotroutine.php

it was pretty good, the design is pretty messy and the layout a bit weird sometimes, but for an average quality map it played quite well. it's a straightforward keyrun and the firefights are moderate, but the enemy placement is vicious (commanders behind doors, octabrains and pigcops in narrow corridors, turrets), and ammo and health are close to non-existent, so basically you are forced to switch weapons all the time and if you are the kind of player who likes to shoot at the clouds you are screwed. i died twice but that was because of this stupid laptop whose touchpad is too close to the shooting buttons which fucked me up on some fights, i play with mouse aiming on and my sleeve kept slipping on the touchpad by accident (i was playing in the dark but still, so lame), making me lose control at crucial times. a nice experience still, i liked the challenge.
Title: Re: Last map you played
Post by: ck3D on January 04, 2013, 04:34:15 AM
http://www.youtube.com/watch?v=cN8glb5sQho has this map ever been played / reviewed anywhere ? (download link is in the description). I just downloaded it and it looks pretty neat !
Title: Re: Last map you played
Post by: Puritan on January 04, 2013, 08:30:12 AM
http://www.youtube.com/watch?v=cN8glb5sQho (http://www.youtube.com/watch?v=cN8glb5sQho) has this map ever been played / reviewed anywhere ? (download link is in the description). I just downloaded it and it looks pretty neat !


You haven't tried our search features I presume...  :P


http://www.scent-88.com/reviews/C/crashand/crashand.php (http://www.scent-88.com/reviews/C/crashand/crashand.php)
Title: Re: Last map you played
Post by: ck3D on January 05, 2013, 01:17:57 AM
i do every once in a while but i have to admit i forgot to this time around. i am sorry !

i regularly look up 'duke 3d user map' in youtube in order to try to find a couple gems. of course there's a fair deal of people who just post walkthroughs, or demos of themselves playing shitty maps they just built in five minutes, but sometimes you stumble upon interesting new or obscure stuff like that, maps you wouldn't have thought of trying if it weren't for those videos (ie. because of bad screenshots or ratings in a review, then watching the video you realize that the map actually has something for you). maybe youtube is going to eventually become the next step for map advertising and reviews at some point, or i don't know. i am just making up theories now, but i think it has the potential to attract wider audiences than strictly duke 3d-based websites. so many people seem to look up 'duke 3d' on youtube for nostalgia's sake, if we could attract those people into the community (not saying it needs it... i like how tight-knit yet open it is these days) that would ensure its future going on for quite a while (but of course whatever has to happen is probably just going to happen on its own anyway... i just feel like typing a lot)
Title: Re: Last map you played
Post by: Nancsi on January 05, 2013, 09:27:05 PM
I decided to replay the entire map collection by Alejandro Glavic. Here is a short level-to-level breakdown how I felt these maps.

YMF500g: Relatively bright space station, with above average design. Gameplay is VERY monotonous and boring. There is no variety in the combats, same weapons, same enemies, same rooms. Kudos to the addition of the shrinker though, and some areas look nice. Score: 80/100

EDF Secret Base: Lot better than YMF. Unlike any other Ale map, this one has depth in the gameplay field, with additions of different monsters and the base feels a bit less linear. There are still a lot of repetition of the combats, but compared to the others, it's better. The design is a bit different to Ale's other maps, less detailed, but still solid and good. One of my favourites of this bunch. Score: 92/100

Lost Moonbase: I never ever felt that this level took in space. It's just a random hi-tech basement. Design is good, there are some eyecandy here and there and I love the use of different colors. It should have been called Funky Station... Gameplay is usual Ale, waaay too many Enforcers give again a monotonous feel to it. At least we have some Newbeasts for a change. Again not much weapon choice too. Score: 86/100

Hydro Station: This map is holy cow from the leveldesign perspective. Great use of shading, colors, textures is truly amazing. Gameplay is a different story. It's again very boring with the same ol' stuff is going on. Too linear battles and unimaginative button puzzles. The good thing is the ending with the earthquake. Too bad it didn't pan into something extraordinary. Score: 85/100 (Design 100, Gameplay 70)

Military Madness: I can say the same thing what I said in Hydro... Leveldesign is topnotch but gameplay is run of the mill. It's a little bigger level though and adds some variety with the garage bossfights. Score: 88/100

Blackened: Finally a city map... It's a little dark and eerie, but sadly the gameplay feels the same bore again. Leveldesign is very good and I really love the look of the train station. Not much else to say, worth playing once. Score: 85/100

Welcome Home: This map has new graphic set which is fun. The new textures and sprites look authentic Duke, even with the 2004/Matrix references feel a bit dated now. Gameplay is the same, but for some reason the map feels less linear and the combats are a bit smarter. This map is rather enjoyable and among the bests of Ale. Big minus for the ending though. I expected more after the red key, not instant fadeaway. Score: 91/100

Alien Wipeout: OK, not much to say, I only can repeat myself. Good leveldesigh with mediocre (and this time painfully short) gameplay. The level layout is a bit WTF at times, but Ale still used a lot of eyecandy as a "selling point"of these maps. Ending is meh again... Score: 81/100

Another Timeless Night: This is a topnotch looking city. I truly enjoyed it until the combats started. At least it has a different gameplay with more Battlefield type style. I have never been a fan of shooting masses of respawning aliens. The map plays OK though, and a nice swansong for Ale's Duke mapping. Score: 86/100

Overall, topnotch leveldesign for most part mixed with boring and repetitive gameplay. Ale should have learned how to build more complex layouts, and not just chained rooms with random enemies. Other thing I felt when played these levels is how old I became. Fuck, most of these things happened 10 years ago, and I badly want these years back.
Title: Re: Last map you played
Post by: Forge on January 05, 2013, 10:49:12 PM
with the amount of time taken to play maps and the non-generic feedback you provide, you should consider submitting reviews to the site so there's a variety to the perspectives. people probably get tired of the same old flavor after awhile.
Title: Re: Last map you played
Post by: quakis on January 22, 2013, 12:08:42 PM
Dogville 2012 - Review; http://taw.duke4.net/2013/01/duke3d/dogville2012/

Been such a long time since I played the original that I barely remembered any of it. To summarise my review above; I didn't enjoy the extended segments nearly as much as the original section.
Title: Re: Last map you played
Post by: Forge on January 22, 2013, 02:52:14 PM
sounds like the extended sections were too long for your taste and you become bored.
Title: Re: Last map you played
Post by: Nancsi on January 26, 2013, 08:47:35 PM
Played (or tried playing) Stranger's Power Station. That level is so weird. Even weirder than Ruin. It's a huge base but the enemies are put in clusters instead of put scattered like in most maps. That's not a bad idea, but the level is too unlinear, and it's not good to enter the big locations without proper equipment.

My problem is that I can't finish the map. I didn't find any clues where the nukebutton is supposed to be, and the red key leads to nowhere (blowing an area which can be entered by a complicated puzzle only, and it seems dead end anyway). Anyone else played this recently?
Title: Re: Last map you played
Post by: MSandt on January 27, 2013, 10:27:00 AM
It's a multiplayer map. I hated the fact that he wasted his incredible skills on making multiplayer maps.
Title: Re: Last map you played
Post by: David B. on January 27, 2013, 01:49:57 PM
I just found out the Stranger's maps and I have rarely seen so great architecture and layout.
He was undeniably an outstanding mapper and we missed something for the fact he hadn't built more single player maps.
Title: Re: Last map you played
Post by: Nancsi on January 27, 2013, 08:00:53 PM
It's a multiplayer map. I hated the fact that he wasted his incredible skills on making multiplayer maps.

That's true, but it can be played in SP, just like Ruin. Anyway, I found the solution, it has a jetpack after the red key area, and you have to fly up somewhere else to find the exit. It's a very complicated puzzle, hard to find it without checking it in the Mapster. It also has a somewhat dysfunctional crane, don't know if it's an Eduke32 bug or something else though.

Both Ruin and Power Station are incredibly built with georgeous leveldesign and eyecandy. Stranger's only true SP map is Starlite Project, but it's older, and not as great looking (not a bad one however).
Title: Re: Last map you played
Post by: Nancsi on January 28, 2013, 11:36:42 PM
Just another little trivia. Found this gem with the wayback machine:

http://web.archive.org/web/19971010185624/http://www.ten.net/maps/

The Mapstravaganza winners and runner ups. Out of the single player contestants, I've never heard of Shrinker, BBorg and SSLumina.

It has a downloadable(!) mod of some Pig Cop transformation.
Title: Re: Last map you played
Post by: Gambini on January 29, 2013, 12:29:41 AM
Nice find! Who would finance a contest like that nowadays?

I want a contest in CGS with the same prize! just for nostalgia sake hey!
Title: Re: Last map you played
Post by: Puritan on January 29, 2013, 07:50:12 AM
Nice find! Who would finance a contest like that nowadays?

I want a contest in CGS with the same prize! just for nostalgia sake hey!
Cool find, Nancsi  ;)
USD 1000.-
Are you trying to ruining me, Gambini  ;D
Title: Re: Last map you played
Post by: MikeNorvak on January 31, 2013, 04:59:31 AM
I haven't had any time to do anything related to Duke nor playing maps, but I visited Duke España tonight I just noticed the maps for the 2012 build contest are up, there are good names there, sure they worth giving a try. :D Please someone post some shots... :P

http://www.dukespana.com/concursos_build_2012.php (http://www.dukespana.com/concursos_build_2012.php)
Title: Re: Last map you played
Post by: MSandt on January 31, 2013, 02:11:20 PM
Took a quick peek in Build and they all seem pretty good. Do you think it'd be okay to publish some of them even though the contest is ongoing? (I don't speak Spanish so I don't know their rules.)
Title: Re: Last map you played
Post by: Forge on January 31, 2013, 04:13:01 PM
Do you think it'd be okay to publish some of them even though the contest is ongoing?

??? ??? ???

who the f*ck are you and what did you do with the real Mikko?

real Mikko response:

"Thanks for pointing those out. I'm going to host them. I know my site is popular and if my reviews sway the judge's opinion, that's their problem, not mine".

going to have to email Mikko and let him know somebody has hacked his account
Title: Re: Last map you played
Post by: MikeNorvak on January 31, 2013, 07:33:39 PM
Took a quick peek in Build and they all seem pretty good. Do you think it'd be okay to publish some of them even though the contest is ongoing? (I don't speak Spanish so I don't know their rules.)

No I don't think there's any problem with that :) The only concerned point about it reads:

"Any registered user can download and vote for the maps from January 16 to March 15"

Anyway I'm gonna send a PM to the mappers and see if they agree (Think about it, maybe one of them wants to modify something in the map...

@Forge: LOL that's right :D
Title: Re: Last map you played
Post by: Gambini on January 31, 2013, 11:37:52 PM
As the big eminence I´m for the whole game design community, specially for the Duke level design community and further more to the DukeSpaña community. I think it´s safe to say that they will be more than glad to see their maps reviewed, even if the contest is still going. Although, if you want my relentless opinion, I´d wait for the contest to finish before publishing those reviews as it can generate a bias on the judging process.

Oh yeah the Big Gambini is back!
Title: Re: Last map you played
Post by: MikeNorvak on February 01, 2013, 02:28:38 AM
Arrovf said he's okay.

Title: Re: Last map you played
Post by: MikeNorvak on February 01, 2013, 07:29:04 AM
So yeah you can review Arrovf's map. LeanBuh isn't okay so you can't post nor review his map (he said he needs to polish a lot of things). Danstructor hasn't responded yet.
Title: Re: Last map you played
Post by: Forge on February 01, 2013, 02:20:24 PM
well if leanBuh is going to polish the thing and produce a final version, can he (or you) provide me courtesy copy?
Thanks
Title: Re: Last map you played
Post by: Gambini on February 01, 2013, 02:52:26 PM
What do you mean? You can have a copy right now, click on the link of the first post:

http://www.dukespana.com/phpbb2/viewtopic.php?p=12243#12243&sid=348e4243d33768c75d260758f46cc5d6
Title: Re: Last map you played
Post by: Forge on February 01, 2013, 04:33:30 PM
LeanBuh isn't okay so you can't post nor review his map (he said he needs to polish a lot of things).

that's what i'm waiting for. a "final" version
Title: Re: Last map you played
Post by: MikeNorvak on February 02, 2013, 04:51:23 AM
Danstructor is ok also. :) So go ahead with the reviews :D
Title: Re: Last map you played
Post by: zykoveddy on February 02, 2013, 06:39:59 AM
I haven't had any time to do anything related to Duke nor playing maps, but I visited Duke España tonight I just noticed the maps for the 2012 build contest are up, there are good names there, sure they worth giving a try. :D Please someone post some shots... :P

http://www.dukespana.com/concursos_build_2012.php (http://www.dukespana.com/concursos_build_2012.php)

Cathedral looks pretty damn good!  :o
Title: Re: Last map you played
Post by: Forge on February 02, 2013, 03:10:27 PM
played lendro4.

the base elements are there - good layout & enemy placement. the supplies are adequate, but the placement need adjustment. texturing is sloppy in places and there are some odd choices. detailing and shading are sporadic - shading is for the most part either all bright or all dark, there's no contrast. The biggest problems - the tunnels are very difficult to get into and once in, there's no going back. That means the player can reach the blue key lock without the key and get stuck. The jetpack is also required to finish the game. If you're out of fuel - you're stuck.

there's also an issue with the red key. the player can't put it straight into the lock. they need to go outside the booth, crouch down, and use it through the wall. then the gate doesn't want to operate properly. i had to randomly click around on it to get it to open.
Title: Re: Last map you played
Post by: MikeNorvak on February 03, 2013, 11:06:14 PM
You should play and review other Alejandro's maps, he's a good mapper:

http://dukerepository.com/authors.php (http://dukerepository.com/authors.php)

and I thought Rescate were already officialy released (it is included on attrition in fact) but I can't find it on DNR nor in MSDN, so here's a copy of it. A pretty good map.

---------

Oh btw Alejandro said Cathedral is part of an epísode, being the first map and that's the reason for the lack of enemies.

Second edit. Another BTW: ****YOU SHOULD PLAY THE MAP IN DAMN I'M GOOD FOR A HARDER CHALLENGE*** according to Alejandro.

[attachment deleted by admin]
Title: Re: Last map you played
Post by: Forge on February 04, 2013, 05:19:23 AM
i have 230 maps in que and play them at random when time permits. some of alejandro's maps are part of that number and will get reviewed eventually.

i already have rescate. didn't notice that it wasn't on DN-R, but that site started going downhill in 2007 and new releases only got reviewed if someone posted in a thread about them, so that makes sense.

Title: Re: Last map you played
Post by: Gambini on February 04, 2013, 10:10:33 AM
i already have rescate. didn't notice that it wasn't on DN-R, but that site started going downhill in 2007 and new releases only got reviewed if someone posted in a thread about them, so that makes sense.

You are exaggerating. I came to the forums in 2008 and DNR just had a facelift and was full lof life.

One thing I´d put clear is that Alejandro is more known as Arrovf. There are two more Alejandro mappers, so it should be better to differenciate them.
Title: Re: Last map you played
Post by: Forge on February 04, 2013, 03:05:18 PM
then it is your fault after all

you failed in your responsibility to report new releases from the Duke Espana community

you sir, are a very poor ambassador


-there was a sharp decline in activity from the previous years starting around '07 and it kept slowly dropping until the bot invasion boosted the numbers back up to what they were-
Title: Re: Last map you played
Post by: Forge on February 04, 2013, 04:28:45 PM
Why is Bank by danstructor in the 2012 espana build contest?

it's just an updated map of his from 2004 and all he really did was add polymer lights
Title: Re: Last map you played
Post by: Gambini on February 04, 2013, 08:39:11 PM
I actually realized that the contest was running because of Norvak´s post. Haven´t been hanging around Dukespaña too much since it refuses to remember my login details.
Title: Re: Last map you played
Post by: Micky C on February 05, 2013, 07:57:18 AM
Was there any significant event that caused that? I only joined the community around 2007 and started mapping around 2009 so I'm not up to scratch on community history.

Edit: talking about the decline of DNR around 2007.
Title: Re: Last map you played
Post by: Micky C on February 05, 2013, 12:09:38 PM
Why is Bank by danstructor in the 2012 espana build contest?

it's just an updated map of his from 2004 and all he really did was add polymer lights

Can't modify my post so forgive the double post.

Wow that Bank map looks pretty simple from the screenshots. The polymer lighting isn't even good. I thought the score of 84 was generous based on the visuals (at least one of the categories should have scored no more than a 6 rather than 7s and above). But then again my own Libraryl wasn't that much better so I'll speak no more.

I'm not criticising the review btw, I haven't played the map and if someone reads the review and sees the screenshots that should be enough for them to decide whether they want to play the map without having to look at the score.
Title: Re: Last map you played
Post by: Forge on February 05, 2013, 04:46:11 PM
i could have been a little more harsh on spritework/detailing and architecture, but it's about right. the polymer lighting was hit and miss - some areas were very basic and amateurish, or just overdone to the point where they lose their effect. a couple areas were well done, but what was happening in the map doesn't really translate well into a static screenshot.

the map is worth a look, but if you decide to pass you're not missing out on anything.

Was there any significant event that caused that? I only joined the community around 2007 and started mapping around 2009 so I'm not up to scratch on community history.

There's really nothing I can point to and say. "this is why".

Map releases dropped off like it hit a cliff in '03-'04. Dukeworld closed its doors. Most of the old school crew just wandered away and never came back. 

the community got old, went through a mid-life crisis for a few years, and boiled down to what we have left.

We still lose established members from the community on a consistent basis (william gee, Maarten O., CK3D are some of the most recent that hardly show up anymore), but we get new members at an equal rate, so things seem stable for the time being.

Title: Re: Last map you played
Post by: David B. on February 07, 2013, 12:16:23 PM
I hope it's still worth creating new maps cause it requires so much investment while less and less players see your work  :-\

I finished the first map of my project (about 20 min play time) with IA and (very extra) polishing. I stopped for the moment the second part, no time these days...

I think I should absolutely show and release this work to other guys but the Duke 3D future vision is not very encouraging... I'm still willing to do maps and I have regrets nowadays for not having done maps before, when much people were still attracted by the game.
Title: Re: Last map you played
Post by: Puritan on February 07, 2013, 01:02:38 PM
Consider mapping as a hobby, David  ;)
Then it wont matter if 5 or 1000 are seeing your work.


Having said that; There is still quite a few Dukers around.
Our downloads is now counting more than 13,000 maps in a year or so.
In addition to CGS there is MSDN, DNR and a few more map bases where Dukers can download from.
Title: Re: Last map you played
Post by: Micky C on February 07, 2013, 01:04:58 PM
Think of it this way: If you release a half decent new map, there are less than a few dozen maps released each year so a big deal is made of it, and lots of people will probably play it.

I don't know how it is over at the Doom community, but I'm guessing that loads of people map and release maps over there, and I'm sure a lot of them are nothing special, which makes it much harder to stand out of the crowd and have people play it.

But Puritan's right, it's about the enjoyment of actually making the map rather than stressing about how many people might play it.
I'm taking a stab in the dark here but I think one of the reasons why people don't comment on maps as much any more is because these days essentially all maps released are by experienced mappers and are high quality, so what's everyone going to say? "wow great map" to all of them? Of course they're great.
Title: Re: Last map you played
Post by: Puritan on February 07, 2013, 01:06:56 PM
^The same goes for the Half-Life community.
Title: Re: Last map you played
Post by: Micky C on February 07, 2013, 01:12:40 PM
Yeah, and I know this is going way off-topic, but it's worth mentioning that when multiplayer is officially declared finished and bug free, I forsee loads of mappers coming to the community; new and old to make and play new dukematch maps. That will give us a nice boost.

I just wish the multiplayer was finished at a) the release of DNF, and b) when GOG was giving Duke 3D away for free. The two biggest peaks of Duke 3D interest of the last decade and we had broken multiplayer for both of them, turning loads of people off  :(
Title: Re: Last map you played
Post by: Gambini on February 07, 2013, 03:44:17 PM
Quote
hope it's still worth creating new maps cause it requires so much investment while less and less players see your work
 

I had the same feeling when working on Blown Fuses (2008) and when finishing It Lives (2011) and you know what? very little has changed... It´s 2013 now, according to Back to the Future 2 in two years we will all have levitating cars, smart clothes and automatic bar tenders. It´s a natural feeling when you work on something that took you lot of work to analize if it was worth. But in any case 1-There´s still a stable amount of players waiting for your map 2-It´s like the guys say, for your own satisfaction (which is alone a very good reason).
Title: Re: Last map you played
Post by: Forge on February 07, 2013, 04:14:16 PM
i went through the same thing. I became disenchanted with the community after working for months on a map then getting so little feedback.

the minimal response, while disappointing, is just a facade. Alot more people play the map than just those that bother to give a comment or two

i'm not a big name mainstream mapper. very few people know who i am or that i've ever made a map. Disadvantageous? yes, but still interesting when somebody stumbles across my work after a few years and i get asked if i have anymore maps that they'd like to try.

i still map for its own entertainment value. most of it i'm just playing around then toss it out. on a rare occasion i'll make something that inspires me to expand on it. if i don't run out of interest, it may actually reach the releasable level (such as my last map), but i'm doing it for me and nobody else. Just like making a painting or putting together a model. This may seem selfish, but if you're mapping for the community instead of your own self-satisfaction be prepared to be disappointed.
Title: Re: Last map you played
Post by: quakis on February 07, 2013, 05:15:01 PM
I still enjoy jumping into the editor even now to work on some ideas I have, regardless. If I happen to finish anything I do work on then it's simply a win-win situation. 8) I do wish the wall limit was doubled though, it just never seems enough at times. ;D
Title: Re: Last map you played
Post by: Puritan on February 07, 2013, 09:58:09 PM
Played "Red-light Romp" by Luke Nockles.


A fun little map in a small city by the docks.
Nothing special about the map but it is worth some ten minutes of your time.
I gave it a quick review and glued it to our server.
Title: Re: Last map you played
Post by: Nancsi on February 08, 2013, 09:18:45 PM
I've played XXX by Peter Kucera. Good, fun level, except for the lack of ammo, and the Battlelord at the end.

This MSDN review: http://msdn.duke4.net/hotxxx.php somehow didn't notice the map used a big chunk of DN-Penthouse graphics.
Title: Re: Last map you played
Post by: Puritan on March 15, 2013, 09:14:17 AM
Just finished R & R by Justin Harding.
A very small but god damn hard level to beat.
Gave it a quick review and uploaded it.


R & R (http://www.scent-88.com/reviews/R/rr/rr.php)

Title: Re: Last map you played
Post by: Arghantyl on March 15, 2013, 09:36:54 AM
Just finished R & R by Justin Harding.
A very small but god damn hard level to beat.
Gave it a quick review and uploaded it.

Played it too.

This map is really fucked challenging.
I cannot understand the interest to kill the player in huge explosions.



Title: Re: Last map you played
Post by: Forge on March 15, 2013, 03:48:02 PM
took me two tries to get out of that room - the first time i splatted on the pavement
Title: Re: Last map you played
Post by: ck3D on March 26, 2013, 04:11:10 AM
Cathedral. Took me 20 minutes but only because the switch that unlocks the door to the cathedral didn't work the first time around for some reason, so I spent a while exploring about, thinking it might have unlocked something else (the amount of unopenable doors in the map did not help). That map looked awesome in terms of design, even though there were a couple of sloppier-than-average buildings I was impressed by the main building and the unreachable areas, the surroundings ! Firefights were easy, the backtracking kind of sucked and throwing 6 octabrains in a (then bootless) player's face in an average-sized space with slime on the ground is not a good way to design a challenging, interesting, fun firefight. There is also a vent shaft that kind of sucks because it is slightly tricky to get into. I liked the map though, it had that nice feeling to it.
Title: Re: Last map you played
Post by: Supertanker on March 26, 2013, 05:19:59 AM
Just played the same map for the second time...the first time I did *NOT* find the hotel entrance, so I got frustrated after 30 minutes or so and gave up. It went a lot smoother after that! Also, I found boots somewhere well before the octabrains, you might want to look again...

Loved the lighting, but the architecture lags my computer :(
Title: Re: Last map you played
Post by: ck3D on March 26, 2013, 01:06:57 PM
yeah I also found them, but that was later during my playthrough (so they served no purpose whatsoever anymore), they are in a rather obvious location but to me that location did not seem to serve any purpose, so i didn't get out of my way to find them as early as i should have, whatever though this is really minor nitpicking. if anything i am to blame for playing the map in a rush, and not looking around well enough. still i really liked that map, i thought it was a good, solid and clean looking mix of old school style and new school style and i am looking forward to seeing more !
Title: Re: Last map you played
Post by: quakis on April 24, 2013, 10:12:58 PM
Red Sun by Eckard Gehm. Played in Dosbox, which I might do for most classic (pre-port) maps from now on. I do the same for Doom, but use Chocolate Doom port instead.
Review: http://taw.duke4.net/2013/04/duke3d/red-sun/
Title: Re: Last map you played
Post by: Forge on April 25, 2013, 12:44:13 AM
i didn't compare the differences (supposedly there are bug fixes), but here's an updated version of redsun

[attachment deleted by admin]
Title: Re: Last map you played
Post by: ck3D on April 25, 2013, 03:25:50 AM
i remember red sun, the different look of that map left me in awe the first time i ever played it !

last map i played was lp.map puritan just posted on the front page. surely some interesting design bits, mostly thanks to those new textures, and there's almost not one single square room in the map... a lot of basic mistakes such as texture misalignments and whatnot but heh. also some locations lacking purpose and yadda yadda... the typical old school user map. i liked it though, it was a fun playthrough, i actually had a rather hard time on a couple occasions but that's only because i kept missing the rooms that held all the weaponry and health kits, i only found most of them towards the end of my playthrough while just roaming around the level, not a bad thing though i liked the little challenge, and the continuous impression of not knowing what to expect next !
Title: Re: Last map you played
Post by: Puritan on April 28, 2013, 11:35:46 AM
I've just finished "Going Polar" by NRS_Keeba.


It's quite refreshing with a snowy themed map every now and then.
The map is quite simple after todays standards but I found it worthy an upload.
The custom snow themed art file might be of interest for some of you mappers after all.


Check it out  :)
Title: Re: Last map you played
Post by: ck3D on May 06, 2013, 11:09:34 PM
midnight arrival by colonelconsequences, and i am stuck. i am done activating the four switches in the office building but i can't seem to grasp what to do next ? i glitched my way through a badly blocked masked wall in order to get the shrinker in the library (a 'happy' accident), did i miss anything or break a sequence by doing so ? (hopefully not - one should never have to backtrack this much in a level)

what a terrible midi file, by the way
Title: Re: Last map you played
Post by: MSandt on May 06, 2013, 11:17:45 PM
If you have activated all the switches, you should be able to access some reactor core. You can get there via the canals.
Title: Re: Last map you played
Post by: ck3D on May 07, 2013, 12:21:16 AM
thanks, i eventually found my way out by myself, partly thanks to Forge's hints in his review of this map on this site. that map was an oddity, average design (some of the architecture and level geometry make up for it), enjoyable firefights, yet terrible layout. it just does not flow at all, the player is constantly sent back and forth between different sections of the map that have no reason to be separated the way they are. had both sections been connected together by more than just those underwater bits, it would have flowed a lot better in my opinion. i still enjoyed the map though, there was some eye-candy and some locations were inspired. i just found it really confusing and contrived, even a little bit too much.
Title: Re: Last map you played
Post by: DavoX on May 22, 2013, 07:47:33 PM
Stop calling yourself an artist because you've made a couple of usermaps for a 15 years old game.
You're starting to make me think of DavoX.

LOL I know it's really old quote but I'm curious as to what you meant Methy :P
Title: Re: Last map you played
Post by: DavoX on May 22, 2013, 07:48:16 PM
Played "Buenos Aires Explosive Remake" by DavoX.
Man, I can't believe I missed this one  :o
What a wonderful map! Brimmed with aliens, lots of places to explore, nice progress and more explotions in your face than you can count.
My cup of tea  ;)

Seen this late, thanks man for playing it, I'm sorry about the puzzle at the end. Maybe I should Make an updated version tha's more fair and suited for normal people ? :D
Title: Re: Last map you played
Post by: Gambini on May 24, 2013, 03:49:59 AM
Quote
Maybe I should Make an updated version tha's more fair and suited for normal people ?


Yes you should! Preferably I´d get rid of the explosions in the aircraft and other impossible stuff.

In other news, I´ve been playing this:  http://msdn.duke4.net/revmath.php  Very good! Can´t believe amateur mappers could be that good in the 90´s  :D
Title: Re: Last map you played
Post by: quakis on May 24, 2013, 01:36:18 PM
Definitely checking that one out, his Suburbs was a nice simple map and looked lovely for its age.
Title: Re: Last map you played
Post by: Forge on May 24, 2013, 10:08:22 PM
aye. i'll get to it one of these days.

even though this site's over the 500 hosted project mark, & we have tons of stuff DN-R doesn't have, and even things Mikko has passed over (like Saline - don't know if he missed it or just didn't think it worth his time), i still have tons of "common" maps to do yet. Until this place is closer to 700 it'll feel like i'm always playing catch-up. When that time comes then i can scour my bazillion files for obscure gems.
Title: Re: Last map you played
Post by: David B. on June 06, 2013, 01:18:38 PM
I came across a video on youtube and saw maps for DN3D Atomic Edition about Shining movie theme using new arts.
So I whish I could download these maps (shining and shining 2 - from Austin Adams ?? not sure, maybe he's just the guy who post the demo) but there are not available on DN repository neither.

here's one of the links availables :
http://www.youtube.com/watch?v=yuNqwTi6dI4
Title: Re: Last map you played
Post by: MSandt on June 06, 2013, 01:48:09 PM
http://dukeworld.duke4.net/classic%20dukeworld/tc/redrum/
Title: Re: Last map you played
Post by: David B. on June 07, 2013, 12:49:41 PM
many thanks  ;)
Title: Re: Last map you played
Post by: methy on June 08, 2013, 11:26:34 AM
Prequel To Time
http://msdn.duke4.net/revprequel.php

Really high quality stuff! Some solid and original design (even some original spritework) while remaining classic looking, well thought out level layout which give a sense of freedom and scale even when the levels are small. Gameplay wasn't bad but it was too easy (like most older stuff), I was over 100hp most of the time. There was some fun stuff gameplay wise though, like giving the expander before packs of Liztroops.

_________________________________
MatH Pack
http://msdn.duke4.net/revmath.php

I already knew the first map which I really liked. Turned out it was actually the "least good" one !
I really like the gameplay in the first two maps because you could shoot enemies through windows and from rooftops.
In terms of design the third map feels like it's Anarchy City taking places in Bosnia, rather interesting.
The secret map has some really cool use of alien textures and some great square and symetrical architecture and layout. Feels more Doom-ish.

[attachment deleted by admin]
Title: Re: Last map you played
Post by: Puritan on June 14, 2013, 06:24:07 PM
Played "Fast Track" by Matt.
Man, I got killed a few times during this experience  :o
An interesting map if you're into hard maps...
Low on health...
Low on on ammo....
Run like hell with aliens on your tail while you're desperately are looking for more ammo or just are trying to swap between weapons  ;D


Gave it a quick review and an upload.


Take a look.
Title: Re: Last map you played
Post by: Puritan on June 23, 2013, 06:22:05 PM
A pleasant surprise.
I dusted off a map that has been sitting on my hd for ages.
I haven't seen this map  nor the author on the web .
The level is very well done considering it was made in summer of '96.


Nightrun (http://www.scent-88.com/reviews/N/nightrun/nightrun.php) by Bill Tatton.
Title: Re: Last map you played
Post by: Puritan on June 25, 2013, 07:53:31 PM
I recommend " In Duke we trust" by Gabriel Sheets.
This map is so well designed that it could easily have been released this year even though the map is built in 1998 and released in 2001.


It's a fast paced adventure with a few nice twists  ;)


In Duke we trust (http://www.scent-88.com/reviews/I/intrust/intrust.php)
Title: Re: Last map you played
Post by: MSandt on June 25, 2013, 10:59:00 PM
Hmmm, I don't think I've played the map since it was released. It's available on MSDN as "Nitefall".
Title: Re: Last map you played
Post by: Puritan on June 25, 2013, 11:20:52 PM
Nitefall isn't the title of this map  ;)
Only the zip/map is named so.
Title: Re: Last map you played
Post by: James on June 26, 2013, 08:42:27 PM
I swear I remember that this map was originally made to be part of the Critical Mass TC (Which Mikko was a member of) and was released after it was cancelled.
Title: Re: Last map you played
Post by: Puritan on June 26, 2013, 09:21:58 PM
@James.
You are disappointing me  :'(
You haven't read the map template, have you?
Title: Re: Last map you played
Post by: DavoX on June 29, 2013, 08:39:50 PM
Bedrone by Billy boy...

Still a masterpiece for me :P

What happened to him anyway?
Title: Re: Last map you played
Post by: DavoX on June 30, 2013, 05:28:52 AM
Does any one know billy boy's real name? or has it never been clarified?
Title: Re: Last map you played
Post by: Gambini on June 30, 2013, 07:17:04 AM
Yes i think it was William Boy.
Title: Re: Last map you played
Post by: methy on June 30, 2013, 10:27:55 AM
Good luck finding something relevant in google with that name.
Title: Re: Last map you played
Post by: DavoX on June 30, 2013, 07:34:41 PM
Or not marked as porn :P
Title: Re: Last map you played
Post by: ck3D on July 09, 2013, 03:48:21 AM
last map i played was sanek's lorch 2 map, pretty fun overall but i didn't dig the overall look that much, i posted a longer comment about it on duke4
Title: Re: Last map you played
Post by: ck3D on July 09, 2013, 02:23:02 PM
prequel to time : http://msdn.duke4.net/revprequel.php

really liked it besides the last map which sucked, and some inconsistencies here and there in the second and third map. first map had a nice classic feel to it, and looked just right in terms of what i like to see in duke 3D user map, which is detailed, clean and polished with some nice sector work but no overly complex spritework and overdone constructions (those can look amazing too, but i always appreciate basic maps with a better feel a little more). nice atmosphere and sunny, luxurious summer feel. second map was probably one of my favorite of the pack, loved how the texturing was really well-picked in order to convey the grimey feel of destruction and urban desolation, it reminded me of some of the stuff i built myself a while back for metropolitan mayhem, this is the type of results i was aiming at getting in some of my levels. third map was fun but not as enjoyable as the first two, and the last one didn't make sense and felt rushed. still a worthy experience, had a damn fine and fun time playing this
Title: Re: Last map you played
Post by: Gambini on July 24, 2013, 01:11:27 AM
Just saw a screenshot at the front page that called my attention: http://www.scent-88.com/reviews/N/npnf/npnf.php

I have had a beta of this map for 13 years and never mentioned it (i think) just because when Maplord sent it to me he said it wasnt ready for the public. I was sure the map got never finished, glad to see i was wrong.
Title: Re: Last map you played
Post by: MSandt on July 31, 2013, 01:10:39 PM
Played this: http://www.scent-88.com/reviews/N/nukeplant/nukeplant.php

Okay gameplay and some good SE effects but other than that it was pretty noobish with cramped design. Not even a hot map.
Title: Re: Last map you played
Post by: quakis on August 18, 2013, 12:51:44 PM
I have so much catching up to do and there's already been a bunch of new releases on top of that!

Got around to playing ESBN6 and reviewed it here; http://taw.duke4.net/2013/08/duke3d/esbn6/
Title: Re: Last map you played
Post by: MSandt on August 21, 2013, 09:19:01 PM
Nuclear Winter & Caribbean are like exact opposites. NW is lazy and unprofessional, Caribbean polished and quality all around.
Title: Re: Last map you played
Post by: Nancsi on September 23, 2013, 09:16:33 AM
Nuclear Winter & Caribbean are like exact opposites. NW is lazy and unprofessional, Caribbean polished and quality all around.

The new weapons (especially the water pistols and guns) and the wind.voc screwup should have been fixed before the release though.
Title: Re: Last map you played
Post by: Forge on September 27, 2013, 04:20:23 PM
NW has one decent level, whereas in Caribbean most of the levels are good. 

'course if NW hadn't "ripped off" the episode one levels and been entirely original it still might not be that good, but it wouldn't have the bad rep that it does
Title: Re: Last map you played
Post by: methy on September 28, 2013, 11:58:05 AM
'course if NW hadn't "ripped off" the episode one levels and been entirely original it still might not be that good, but it wouldn't have the bad rep that it does

Why? Those 2 first maps are the best levels of the add-on. Everything else is shit.
Title: Re: Last map you played
Post by: Forge on September 28, 2013, 04:54:49 PM
exactly.
the "best" maps are ones they didn't even make themselves. now the TC gets labeled lazy, cheap, rip-off, etc....
Title: Re: Last map you played
Post by: Puritan on October 15, 2013, 06:15:54 PM
Just played "Los Angeles 2019" by Rogier van Lokven.


A nice little map losely based on the movie "Blade Runner".
Damn! I've been thinking of building a map based on that movie for a long time. Ah well..


Gave it a quick review and uploaded it.
It's worth a few minutes of your time I think.
Title: Re: Last map you played
Post by: Sanek on October 15, 2013, 09:16:47 PM
Just played "Los Angeles 2019" by Rogier van Lokven.


A nice little map losely based on the movie "Blade Runner".
Damn! I've been thinking of building a map based on that movie for a long time. Ah well..


Gave it a quick review and uploaded it.
It's worth a few minutes of your time I think.

I just played in it after your post, and I think it's a nice map too!

I also played in the remake of Red recently, but I have to wait until the release. :)
Title: Re: Last map you played
Post by: High Treason on October 16, 2013, 09:04:01 PM
Blade Runner eh? That keeps popping up just lately, started with a friend and I talking about how the future sucks now, I preffered the dark cyberpunk future of the 80's and 90's, found an example picture and it turned out it was from Blade Runner. I had never seen the film and watched it, it was OK, now everyone seems to keep talking about it.

When I'm not so groggy with this cold I'll try that map out.

You know, I do see pieces of Blade Runner in Duke 3D, more in the prototypes, but there are certainly elements of it in Episode 3 (Like E3L4) - I bet 3DR's team watched that film.
Title: Re: Last map you played
Post by: Gambini on October 17, 2013, 03:16:32 AM
Mikko Sandt said it´s the kind of movie that gets better the more you watch it, and he´s damn right.

I personally had a crush with that movie  -that I saw only once when i was 6- Of which i never knew the name. But I was so connected with the "replicants". Some guy I used to talk to on steam mentioned it many times, while I talked to him about how much i was engrossed with Deus Ex HR´s story. I realized it was that movie and downloaded ASAP. The first time I watched it I fell asleep, sitting on a chair with daylight and people around me. But then rewatching it made me love it. I don´t really love the first 40 minutes or so, but past that part, and being you on the mood of what the story is about... It´s all glory. Don´t pay attention to Deckard, he´s a moron, the movie is about somebody else.
Title: Re: Last map you played
Post by: Forge on October 17, 2013, 04:39:21 AM
Deckard is there to show that a selfish douche can learn empathy (and the "is he or isn't he" for Ridley Scott's emphasis on the character)
-of course he wasn't in the original book, and everything in the movie points to him being human (human strength, all those cops have known him for years longer than what a normal replicant life span should be, etc.)-
the only things that really imply he's a replicant is his  failure to answer the question about taking some polygraph like replicant finding test (being human and a blade runner he wouldn't be expected to take that test anyway) and the oragami unicorn left by Rachael (which may mean she knows what his "implanted" dreams are) - this last scene is in the directors cut & not the original movie.
Title: Re: Last map you played
Post by: Gambini on October 18, 2013, 12:55:07 AM
When the Director´s Cut was out? I remember the unicorn origami from that time i watched it.

BTW I think you´re mixing up the book and the movie. In the movie Deckard never takes the Voight Kampff test. Rachael asks him, at some point, if he ever did, but he doesn´t answer because he´s asleep.

Quote
the oragami unicorn left by Rachael
The origamni is not left by Rachael, the only person doing origamis for each success is that chinese guy. I think it implies that he went to Deckard´s house and knows that Rachael was there, and that´s why he says "it´s too bad she wont live...". Deckard never mentions having her on his house for some free robotic blowjobs.
Title: Re: Last map you played
Post by: Forge on October 18, 2013, 05:25:52 AM
BTW I think you´re mixing up the book and the movie. In the movie Deckard never takes the Voight Kampff test. Rachael asks him, at some point, if he ever did, but he doesn´t answer because he´s asleep.
....his failure to answer the question about taking some polygraph like replicant finding test
i thought what i wrote meant the same thing.

and you are right. it was Gaff, not Rebeca that left the origami unicorn

i think the directors cut was out in 1993
there was also an international (or criterion cut) that was shown in europe and asia that was released in 1982 which didn't make it to the Americas officially until 1992
so it's probably one of these you seen

Title: Re: Last map you played
Post by: Gambini on October 18, 2013, 06:25:55 AM
In 1993 I was like 12. It must have been then that international version. I was six in 1987, we watched it a weekend, at nigth, with my parents. I remember being very concerned about why he had to kill the replicants, specially Pris.

Quote
i thought what i wrote meant the same thing.

I got you wrong. I thought you meant that he failed to answer his own machine test, which actually happens in the book. It´s pretty silly, but he asks himself a question and some other blade runner watchs the gauges for him.

EDIT: I also remember like if it was yesterday, how Roy waits until the very last moment to hold Deckard´s hand when he was about to fall. I remember the feeling of "fuck you, look how I´m much more human than you". I don´t mean that popped up when I rewatched it. I mean it was stuck in my head and I could describe all details: The nail in his hand, the blood stain, the rain...

What I was really wrong about is the snake scale: For all that time I thought replicants were made of that, and that´s why Deckard was so interested about it.
Title: Re: Last map you played
Post by: Merlijn on November 02, 2013, 03:56:55 PM
Replayed It lives by Gambini. Unfortunately, the newer versions of eduke automatically increase the strenght of monsters when they have different pals. As a result, the map was a lot harder then it should be. Someone should alert the eduke team about this: it's a nice little extra feature, but it also makes some older levels frustratingly hard.

The map is, of course, still brilliant.  :)
Title: Re: Last map you played
Post by: Micky C on November 02, 2013, 04:10:56 PM
The issue isn't unknown to them, but as DT says, they're never going to change anything unless people keep bugging and reminding them about it.
Title: Re: Last map you played
Post by: Gambini on November 02, 2013, 11:25:11 PM
It´s sad that the grounds where we build our stuff keep changing all the time. Haven´t played Blown Fuses in ages, for example, but last time I did shading and many other thigns were fucked up. I guess you can´t expect any longer for your work to remain authentic. Glad people keep enjoying that map  :) Maybe once I make a new one!

Title: Re: Last map you played
Post by: ck3D on December 07, 2013, 02:04:24 AM
ecclesia.map : http://www.scent-88.com/reviews/E/ecclesia/ecc.php

not as good as i thought it was going to be from the review (by this i mean that the screenshots looked better than the actual map) but it wasn't bad for 1999. very tight on ammo and health, and the mapper keeps throwing tough guys at you, randomly too ie. pigcops in church / cave settings or even a battlelord you don't have the weaponry to fight. kind of weird how it loops back to the start of the map at the end too (and you have to walk all around the map again if you get back into the teleporter with no shorter way out). probably not really worth playing unless you are bored
Title: Re: Last map you played
Post by: MikeNorvak on January 02, 2014, 12:30:52 AM
Does anyone from the past days have a copy of WGCastle? Is it used/released somewhere? I'm working on WGR2 New Episode. And that map could come in handy. Any help would be aprecciated :)

What hapened to this: http://www.youtube.com/watch?v=-NCDoHmpqZQ (http://www.youtube.com/watch?v=-NCDoHmpqZQ)

And WGCity2 ? !
Title: Re: Last map you played
Post by: Gambini on January 02, 2014, 02:36:32 AM
William Gee has been off the loop for years. That WGR2 trailer is from before WG decided to make the mod 8bits. All that has been converted to what the released WGR2 is.
Title: Re: Last map you played
Post by: MikeNorvak on January 02, 2014, 02:57:32 AM
Well, that's partially true because in the trailer there are some unreleased bits with any doubt. I'm almost sure William has some unfinished stuff that haven't seen the day of light. He send us a map called WGX7 that contains unfinished chunks from the TC, any of the showed locations in the video appears in the map though. I read on AMC, Maarten got a copy of WGCastle eons ago...
Title: Re: Last map you played
Post by: Puritan on January 10, 2014, 10:12:51 PM
Just finished LA Duke 2002 (http://www.scent-88.com/reviews/L/laduke/laduke.php) by George K.


A stunning map design wise it is.
With a few adjustments to the story / gameplay and the weapons/ammo ratio it could easily been a map with a top rating.
The author pulled off this map at the time Red 3 was born and Pascal released Roch 6.
Just saying....


Edit: I have this funny feeling when looking at this map (http://www.scent-88.com/reviews/H/hotella/hotella.php) and then LA Duke 2002  ???
Anybody else...??
Title: Re: Last map you played
Post by: Forge on January 11, 2014, 07:02:28 AM
Just finished LA Duke 2002 (http://www.scent-88.com/reviews/L/laduke/laduke.php) by George K.


A stunning map design wise it is.
With a few adjustments to the story / gameplay and the weapons/ammo ratio it could easily been a map with a top rating.
The author pulled off this map at the time Red 3 was born and Pascal released Roch 6.
Just saying....


Edit: I have this funny feeling when looking at this map (http://www.scent-88.com/reviews/H/hotella/hotella.php) and then LA Duke 2002  ???
Anybody else...??
wouldn't surprise me if they were the same person.
read the templates side by side as well. very similar wording and grammar.
Title: Re: Last map you played
Post by: Puritan on January 11, 2014, 11:17:07 AM
Yeah, I opened both templates after playing through both maps.
Look at the ending sector, the street with the destructed building at the corner. Very similar.
So is the hotel foyer.


Maybe this is the same author as you suggested.
And only did a major overhaul on his first released map Hotel LA Duke?


As for know I can only have these maps uploaded as they are but I still got this funny feeling though  :-\
Title: Re: Last map you played
Post by: Forge on January 11, 2014, 04:35:50 PM
looking at the "evidence" i would lean more towards same person, not rip off
without conclusive proof you might as well let it sit the way it is
Title: Re: Last map you played
Post by: Micky C on January 12, 2014, 01:11:34 AM
LordG... George K... Lord George?

Seems plausible they're the same person to me.
Title: Re: Last map you played
Post by: Merlijn on January 12, 2014, 10:46:04 PM
I played the LA Duke 2002 map, and I wouldn't be surprised if it's an updated version of an older map, because it certainly looks like that's the case.

What I mean is that the design feels very inconsistent: some parts looked great while others looked less refined and pretty weak overall. Those might be the older areas. Good examples would be the arcade room or the toilets, design-wise those are not nearly as good as the foyer or the swimming pool.

This also reduced my enjoyment of the level, if the entire map was refined it would be a lot better.
Title: Re: Last map you played
Post by: methy on February 09, 2014, 11:32:43 AM
I played for the first time Castle Of The Damned by Andras Piroska. Well, not sure if it was REALLY the first time because some rooms really seemed vaguely familiar but I don't think I've played it since 1997 or 1998 in any case.


and the map is simply MINDBLOWINGLY GREAT, everything about it is just GREAT : the theme, the layout, the detailing (best trees ever made in Duke), the effects, gameplay, the puzzles, the secrets.... How is this map NOT a classic when Piroska's other map Warzone is, that I really do not know. Not to mention cadamned is ten times better than Warzone.

The only thing that's funny about the map and which shows it was indeed made in 1997 is that it's very generous with health, because it was probably designed for people playing the game keyboard only which makes harder. Another thing which shows it was designed with keyboard only in mind is that there is one 'secret' where you can get 2 atomic health and tons of chaingun ammo, and it's not a secret in the sense it's hard to find it, it's obvious in sight, but what's supposed to be hard it to REACH it. Well, that came to my mind, it would be hard to reach when playing keyboard only beacuse it takes to perform an almost pixel precise strafejump, but with keyboard+mouse it's really easy to do it. It's probably one of these differences in design which gives a difference between older maps and newer ones.

Anyway, you should play this incredibly underrated and overlooked map (never uploaded on either DNR, MSDN, or here) and tell what you think. See reply#9 in this thread for screenshot and download link : http://www.scent-88.com/forum/index.php/topic,224.0.html

as for me I will upload the map on Megaton.
Title: Re: Last map you played
Post by: methy on February 09, 2014, 02:59:32 PM
City3m by Dennis Kupper from '98. An alright small city map.
Texture choices are kinda weird but the map is alright. Shading isn't bad, gameplay is good, some good effects, and a cool boss battle at the end.

It's good but imo not good enough to upload on Megaton.
Title: Re: Last map you played
Post by: methy on February 09, 2014, 03:18:37 PM
Dark City 2 by Jeff Cleveland from September 1996. In the txt the mapper says he used this map as part of an application to 3DRealms :P I guess the lack of originality didn't get him hired... But this being said, it's a really good map especially for its time. Tons of cool stuff, effects, shading and detailing, but just... you know, very unoriginal. Just see by yourself, and tell me if you can beat the map, I couldn't find the blue key and I felt like I had been everywhere.

Title: Re: Last map you played
Post by: methy on February 09, 2014, 03:50:38 PM
YS1 by french mapper Laurent Lescop from July '97.

YS1 is a rather short (7mins) but well designed and rather original map from summer '96.
For the time this map was released in, the theme is very original. The map feels and looks exactly like it's supposed to. Shading is excellent, layout and achitecture are pretty good.
Sadly, it's a bit short, and most textures are misaligned. If the mapper had learnt to align textures, the map would have been much better.

Still recommended if you want a short ride in early duke3D mapping originality.

Screenshots : http://steamcommunity.com/sharedfiles/filedetails/?id=226225542

A google search taught me that the guy is an architect from the town of Nantes... Exactly like Pascal Rouaud!. I'll try to contact him.
Title: Re: Last map you played
Post by: Forge on February 09, 2014, 08:52:28 PM
I just tried my maps with the megaton edition and they all seem to crash the game. Either right off or somewhere in the middle.

they have no corruptions, but they do make use of some odd sector construction and are pretty heavy on the spritework.
i'm thinking there's a difference between the eduke32 port and the JonoF port when it comes to certain allowed sector techniques and the number of sprites allowed to be viewable
Title: Re: Last map you played
Post by: methy on February 10, 2014, 02:42:14 PM
To Forge or to anybody who keeps a huge collection of maps on their hardrive : i'm looking for 3 deathmatch maps (they were all 3 DM only) that I used to play a lot a few years ago.

One is called 0Ruin0, the other is called "hexi" or "hexisomething" (i think it was hexi and a number) and the last one in Entrepot. Any idea?
Title: Re: Last map you played
Post by: James on February 10, 2014, 04:12:59 PM
there's a huge archive of duke maps at the duke4 (over 5000 maps!) here (http://www.duke4.net/download.php?view.33) - I just found 0ruin0 and 2 maps with hexi in them so I'll upload them for you here as well.

I was linking to the zip archive of over 5000 maps, not Dukeworld.
Title: Re: Last map you played
Post by: Forge on February 10, 2014, 04:57:04 PM
i fixed your link James

here's entrepot. it wasn't in the duke4 archive

i don't know if there's a difference between them. maybe one is an updated version - i didn't pop it open to look
Title: Re: Last map you played
Post by: methy on February 10, 2014, 05:19:40 PM
there's a huge archive of duke maps at the duke4 (over 5000 maps!) here (http://dukeworld.duke4.net/) - I just found 0ruin0 and 2 maps with hexi in them so I'll upload them for you here as well.

HOLY SHIT HEXHOUSE ! You know in the other thread about old maps on this board I talked about a map with a house made for giants I couldn't remember the name of? WELL THAT'S IT! HEXHOUSE! What a coincidence, that's amazing :D

And Hexhouse, Ruin and Entrepot (2) are exactly the maps I was looking for, thanks a lot guys :) I'm going to upload all 3 on Megaton, they're good DM maps. Hexi is a bit wacky but it's still fun.
Title: Re: Last map you played
Post by: Micky C on February 15, 2014, 11:27:57 AM
I'm about halfway through Clear the Coast on Steam Workshop, and... am I the only one who doesn't find the map all that interesting? From a design standpoint it's quite brilliant, but so far the firefights feel quite dull and moderately repetitive.

Here on CGS the map rates at a 96, and both the release and review were about 6 years ago so idk has gameplay just advanced since then? I can see how it'd be a good coop map with its open areas and abundant enemies but as far as singleplayer gunplay goes it's quite generic. Maybe it gets better later on? Perhaps I missed one of the higher-tier weapons near the start of the map?

??  ???
Title: Re: Last map you played
Post by: Gambini on February 15, 2014, 11:24:47 PM
The map has massive landscapes with clever verticality. It´s not easy to make a map where you can see most of it from one spot yet you need to travel it all down to get to the other side (and it doesnt rely on invisible barriers). Other than that, i think it´s slightly overrated among the rest of Mrline and Maarten´s work.
Title: Re: Last map you played
Post by: methy on February 16, 2014, 01:03:25 PM
It's a great map but gameplay is the most predictable. "Hmm, I wonder what type of enemy will spawn right as I will pick it this RPG lying in the middle of the road ?!"
Also, the long range of view allows for boring sniping with the pistol. Imo, every map with such long field of view should start pistol less : it would force players to approach to kill enemies, while avoiding their rockets/lasers, rather than sniping from miles away.
Even if you don't put pistol clips around, as long as you kill liztroops, you'll find enough pistol ammo to snipe your way through most of the stuff.

But it's a really good map really, gameplay is predictable, but it works. It's always worked.
Title: Re: Last map you played
Post by: Merlijn on February 16, 2014, 01:47:40 PM
Ha, a discussion about Clear the coast. :) IIRC, we deliberately made the gameplay easier and more predictable, because some of our older maps were too confusing to some players. Of course, as a result some players found this one too easy, you can never please everyone.  :P

What I personally liked most about it is the freedom of movement, you can approach each combat scenario from the direction you want. Which was pretty rare back then. The last part (hotel and ending) is probably the best in terms of gameplay.

How far in the map are you, Micky? The map gets more explosive and action packed later on.
Title: Re: Last map you played
Post by: methy on February 16, 2014, 03:59:07 PM
You know what, that got me to replay Clear The Coast and I thought gameplay was great.
Title: Re: Last map you played
Post by: Sanek on February 16, 2014, 04:37:58 PM
Here on CGS the map rates at a 96, and both the release and review were about 6 years ago so idk has gameplay just advanced since then? I can see how it'd be a good coop map with its open areas and abundant enemies but as far as singleplayer gunplay goes it's quite generic. Maybe it gets better later on? Perhaps I missed one of the higher-tier weapons near the start of the map

Also, the long range of view allows for boring sniping with the pistol. Imo, every map with such long field of view should start pistol less : it would force players to approach to kill enemies, while avoiding their rockets/lasers, rather than sniping from miles away.
Even if you don't put pistol clips around, as long as you kill liztroops, you'll find enough pistol ammo to snipe your way through most of the stuff.

It's fun that both of you said thet you don't like maps with long field of view while my last map (which you actually like, judging by comments!) is even more opened. :)
Title: Re: Last map you played
Post by: Forge on February 16, 2014, 05:13:31 PM
It's fun that both of you said thet you don't like maps with long field of view while my last map (which you actually like, judging by comments!) is even more opened. :)
bridge between two islands has a ton more action going on and alot of your enemies were spawns which can't be sniped

that being said, i still liked the flow and gameplay in clear the coast

Title: Re: Last map you played
Post by: Micky C on February 17, 2014, 05:16:56 AM
Well Merlijn I just got past the bit where you blow up the restaurant (which was very cool btw), and put two keycards to deactivate a forcefield. I think the reason why the level feels a bit bland in terms of gameplay so far is the lack of variety. It was mostly just straightforward shooting with the shotgun and chaingun so far, so I expect it will get better when more interesting weapons like the shrinker become available. Not to mention so far it's all been very open, and some tighter spaces would mix things up a bit at this point (for example I think the Beach CBP has a good blend of tight indoor and large outdoor all the way through), but I have a feeling there'll be some of that later on.

In terms of gameplay though it felt like there wasn't a lot else going on, such as puzzles, platforming, basic interactivity like doors and elevators etc, just shooting. I'll finish the map in the next few days and give some more thoughts after that. Like I said before though the layout and level design itself is superb and I'd have a hard time trying to pull off something so extravagant and natural-looking, especially on a scale like that.
Title: Re: Last map you played
Post by: methy on February 17, 2014, 01:46:55 PM
To be honest I thought Clear The Coast had interesting enemy placement. For example, there were quite a lot of commanders shooting rockets at you from very far away while you're busy shooting enemies which are closer, making you have to avoid the rockets for quite some time before being able to get to the commanders. It's a good use of commanders which I sadly don't see enough.

Also when you arrive in the 'village' with the restaurant to blow up you can approach it in different ways.
Title: Re: Last map you played
Post by: Merlijn on February 17, 2014, 05:43:10 PM
Well Merlijn I just got past the bit where you blow up the restaurant (which was very cool btw), and put two keycards to deactivate a forcefield. I think the reason why the level feels a bit bland in terms of gameplay so far is the lack of variety. It was mostly just straightforward shooting with the shotgun and chaingun so far, so I expect it will get better when more interesting weapons like the shrinker become available.

I appreciate the feedback. :) You missed the freezer and the shrinker, but it takes some exploring to find those since they're not on the main path. The shrinker is in a secret place, but it's fairly easy to find. The freezer is near the hotel. It's a template I used a lot back then: regular weapons are picked up on the main path, the more exotic weapons have to be searched for. :)
Title: Re: Last map you played
Post by: Forge on February 17, 2014, 06:24:06 PM
since my gameplay m.o. is exploration, i found all those little stashes which provided the means to alternate my combat methods.
Title: Re: Last map you played
Post by: Micky C on February 18, 2014, 12:05:07 AM
I did find the freezer, but IIRC there wasn't a lot of ammo for it so I had to fall back onto other weapons.
Title: Re: Last map you played
Post by: James on February 19, 2014, 04:57:53 PM
I enjoyed Clear the Coast alot, it was a long map that covered alot of terrain and had some neat looking areas to it. The only sore point I would say is the big plain expanse of land you get after the blue keycard locked forcefield, since the Battlelords can whittle away at you and you don't get much cover.
Title: Re: Last map you played
Post by: methy on February 21, 2014, 09:05:10 PM
http://dukerepository.com/maps/Voices_Of_Authority

Never played this one before.

A medium sized spacestation map. You get into the station and have to reactivate it.

In terms of looks and effects, probably one of the best space station maps ever made for Duke3D. Sadly, gameplay is nothing special and it feels a bit short when reaching the end.
Still totally worth it because it's really unique and rather original and design is really slick.
Title: Re: Last map you played
Post by: Micky C on February 21, 2014, 10:39:13 PM
http://www.scent-88.com/reviews/C/cherenkov/cherenkov.php

Cherenkov Station by Supertanker also has a unique feel and some good design.
Title: Re: Last map you played
Post by: methy on March 12, 2014, 07:34:10 PM
I just realized 'Entrapped' was still in my eduke32 folder even though I never went after the sewer part on my old computer.

With my new computer I completed it, but even with it TROR has too many issues : it still lagged at times and enemies within a TROR distance often couldn't be shot at or wouldn't shoot me.

The map took me 40mins, found pretty much half of the secrets, but I think the map was too complicated for its own good, OR that the mapper didn't think it through enough. I think I went through the map not the way intended in many instances : for example the forcefield requiring a blue key inside the dukeburger, I never deactivated that... When I got the jetpack I went directly to the roof and to many other places (like the dukeburger) through windows... I think that was partly due to how I got the blue key in the locker of the swimming pool by opening the locker myself (in front of it, I saw the polymer button light inside the locker so I kept trying until it opened) but then again at that point I had no idea where to go else.

Also I was left with BARELY any weapon for almost half of the map even though I had full ammo for some of them! I killed several BLords with small weapons and was always on the edge for the ammo of the few weapons I did have... Until I finally found a RPG and then it was RPG blast until the end.

The map looks great (except from a few places which don't look as good like the cinema and the bank) but goddamn it didn't play well for me. I udnerstand what the mapper was trying to do but the map should have been tested more throughly and designed in a way so that you can't hijack the main course like I did apparently several times; while being more clear of the 'normal' path to follow.

This being said I had a lot of fun anyway in this map, I ended up visiting all places even though I didn't do it in order, I enjoyed the scenery a lot, but it feels like a shame because it's broken, and had it been fixed, it would be an amazing map.
But I say TROR to such an extent, isn't worth it with that many gameplay issues, TROR should be used in good small touches imo.
Title: Re: Last map you played
Post by: methy on March 16, 2014, 06:32:18 PM
Doesn't really count as 'a map I've played' but today I happened to be bycicling next to where MRCK's http://dukerepository.com/maps/Tours_-_Rives_Du_Cher (http://dukerepository.com/maps/Tours_-_Rives_Du_Cher) takes place (I only live a few kilometers up north of where that is located).

Some people didn't look too human but overall i'd say the alien menace has been whiped off.
Title: Re: Last map you played
Post by: Forge on March 17, 2014, 01:00:53 PM
lol
Title: Re: Last map you played
Post by: Forge on March 18, 2014, 03:11:35 PM
Europe by Daniel Ferrer Gallegos 

An urban styled map that mixes modern glass and steel with old stone and mortar. The layout is semi-linear and consists of short legs to retrieve a key than a short back track to where the lock is. Indoor sections are mainly narrow hallways and medium sized rooms while outdoor locations are large open spaces. The level was either built over a period of time or the mapper had spurts of inspiration during certain phases of construction. Some areas have a decent atmosphere with trimming, spritework, strong shading, and a bit of architectural construction. Other locations just look like flat boxes within flat boxes presenting a rather dull and unimaginative environment.
Game play consists of clearing location after location after location of huge swarms of enemies. Some may find this entertaining, but at some point it can become tedious and more of a chore if you're not into this kind of map. Coupling this with huge amounts of supplies, ammunition, and weaponry results in the challenge not really existing after the first couple of sections.

Texturing/Lighting-Shading: 6/10
Sprite Work/Detailing: 6/10
Ambiance: 6/10
Architecture: 14/20
Layout: 18/20
Gameplay/Design: 24/30
Overall: 74/100
Title: Re: Last map you played
Post by: Dukebot on March 19, 2014, 12:49:33 AM
Europe by Daniel Ferrer Gallegos 

An urban styled map that mixes modern glass and steel with old stone and mortar. The layout is semi-linear and consists of short legs to retrieve a key than a short back track to where the lock is. Indoor sections are mainly narrow hallways and medium sized rooms while outdoor locations are large open spaces. The level was either built over a period of time or the mapper had spurts of inspiration during certain phases of construction. Some areas have a decent atmosphere with trimming, spritework, strong shading, and a bit of architectural construction. Other locations just look like flat boxes within flat boxes presenting a rather dull and unimaginative environment.
Game play consists of clearing location after location after location of huge swarms of enemies. Some may find this entertaining, but at some point it can become tedious and more of a chore if you're not into this kind of map. Coupling this with huge amounts of supplies, ammunition, and weaponry results in the challenge not really existing after the first couple of sections.

Texturing/Lighting-Shading: 6/10
Sprite Work/Detailing: 6/10
Ambiance: 6/10
Architecture: 14/20
Layout: 18/20
Gameplay/Design: 24/30
Overall: 74/100

Thanks for playing my map and being critic. Right now I am working on a new map, this one will be much better than this.
Title: Re: Last map you played
Post by: Forge on March 19, 2014, 03:08:13 AM
looking forward to seeing what you come up with
Title: Re: Last map you played
Post by: ck3D on March 24, 2014, 03:02:45 PM
Doesn't really count as 'a map I've played' but today I happened to be bycicling next to where MRCK's http://dukerepository.com/maps/Tours_-_Rives_Du_Cher (http://dukerepository.com/maps/Tours_-_Rives_Du_Cher) takes place (I only live a few kilometers up north of where that is located).

Some people didn't look too human but overall i'd say the alien menace has been whiped off.

that is awesome - did you recognize the exact location / buildings ? the map is old as heck and really underdetailed, in addition to mostly taking place indoors, and the actual, real world place has changed an awful lot in the past 10 years, therefore it would be amazing if you did.

now that you are bringing this map and location to my attention again it really makes me want to rebuild an updated version of that map from scratch with my modern skills. they even built a bridge there, and other interesting structures that would be amazing to implement in a map in the meantime
Title: Re: Last map you played
Post by: methy on March 24, 2014, 03:37:55 PM
I didn't recognize it precisely sadly but I saw the bridge you're talking about, thought it looked great indeed and even wondered how one would go about building in duke and took a couple of photos of it :p
Title: Re: Last map you played
Post by: Merlijn on April 12, 2014, 07:23:40 PM
I see "The big city" by my brother has been uploaded, so I played it for old times sake.
To be honest I was surprised to see it getting such a high score, it's one of Maartens older levels and it certainly isn't as polished as his later maps. But I enjoyed playing it, the layout of the city is actually pretty interesting and some locations were already nicely designed (while some others still looked sloppy and unfinished). Gameplay is pretty well balanced as well.

Fun fact: the map was supposed to have a sequel, which would have taken place in a large indoor swimming pool. But Maarten abandoned that map halfway through.. a shame, since it had some potential.
Title: Re: Last map you played
Post by: Puritan on April 12, 2014, 07:41:55 PM
Could Maarten by any chance still have that unfinished map sitting on his HD?
Title: Re: Last map you played
Post by: Forge on April 13, 2014, 04:25:31 AM
i didn't think the score was too high, but i'm not perfect.

could be that i've been playing alot of mediocre maps lately so maybe seeing something that was good made it look that much better.

checking some of the other maps rated at the same score, i think it's about right though



Title: Re: Last map you played
Post by: Merlijn on April 13, 2014, 11:38:00 AM
^
I'm not saying you're wrong by scoring it 93 points, in fact the level was a lot better then I remembered it to be. Not too far behind Toxicity actually, it even does some things better then Toxicity (for one it doesn't get cramped anywhere). I just found it curious, especially since it has a score below 80 on MSDN.

@ Puritan: I think he still has it somewhere, I'll ask him when I see him.
Title: Re: Last map you played
Post by: Forge on April 13, 2014, 04:47:57 PM
below 80?
Mikko mad at Maarten for some reason?

DN-R has it at 91. That's a reasonable score.


We should take that pool map and make a CGS CBP out of it. Cbp's seem to be popular these days now that everyone's grown up, has jobs, girl friends, and other more "adult" hobbies.
Title: Re: Last map you played
Post by: MSandt on April 13, 2014, 07:20:13 PM
It's not a bad map but it's quite clearly a rookie map. No chance of it being a Hot Map.

If you played the map after his more recent maps, you could have been biased by expectations. Back in the day, however, it seemed like a sloppy Roch copy.
Title: Re: Last map you played
Post by: Forge on April 14, 2014, 04:44:41 AM
i can see how it would be easy to slam the map if you tried to hold it up next to Roch maps.

I have the liberty of a larger variety of maps so it's easier to go into a level without any predispositions against certain environmental styles
Title: Re: Last map you played
Post by: Merlijn on April 14, 2014, 10:48:37 PM
I guess standards change over time. Back then, Roch was raising the bar on how a city level could look like. Compared to a map like Roch 2, this one falls short. But now we have a lot of 3DR-styled levels again, and I can see how 'The big city' would look refreshing among those. There's some nice variety in the buildings, I especially like that circular office building.

Seriously, the map is a lot better then I remembered.  :)
Title: Re: Last map you played
Post by: Maarten on April 16, 2014, 09:57:02 AM
Hah... a discussion about my old Duke maps... fun :D
You even got me playing my own maps The Big City & Toxicity. Outside of mapping, I barely play maps so take it as a good thing... ;)

The Big City has more realistic city feel & structure. Even the living room in the house looks better than some Toxicty locations. But Toxicity is clearly alot more polished and better textured (Big City has way too much easy-to-fix-bugs too)... on the other hand, it has more strange things which you might hate or love.

I guess it's a matter of taste too... I think Toxicity is better but both maps has it's strong & weak things. Would love to see Maa3 again, hope it's not lost :)
Title: Re: Last map you played
Post by: methy on April 17, 2014, 09:07:08 PM
Matt Wood, mapper of Mega Socked Devil Ruins, a DM map from 1996 which I really liked and uploaded on Megaton, just ressurfaced due to me uploading his map.

He uploaded a single player map of his on there, a spacetation from 1996 which is really good and which imo would be worth uploading both on here and on MSDN.

http://steamcommunity.com/sharedfiles/filedetails/?id=250035659

Title: Re: Last map you played
Post by: Micky C on April 18, 2014, 04:17:19 AM
The screenshot he posted looks interesting, but suffers from horrible, horrible compression :(

Didn't know he was hired by 3DR to be a level designer.
Title: Re: Last map you played
Post by: Forge on April 18, 2014, 05:16:46 AM
isn't that the corridor 8 map?
i'll throw it in the pile with the rest
Title: Re: Last map you played
Post by: Tgreyhair on April 19, 2014, 10:10:02 PM
Hi everyone (Long time no hear hope everyone has been doing well)

This might be a tricky question to ask but here it goes. One of the maps I've been playing on and off for some time I can't remember if I completed it. What I'm meaning is the part near the end of the level seems impossible.

The map I'm mentioning about is ANARCHY an old 1996 map. I'll post an attachment below see if anyone else can complete this map without cheating of course.  ;D
Title: Re: Last map you played
Post by: Forge on April 20, 2014, 05:44:14 PM
i can finish it without cheating. it's a pretty easy map with all the weapons, items, and atomic healths.

the only pain in the ass is finding the key cards. i'm not sure what triggers the bookshelf to drop in the upper office where the blue key is, i went up there a couple times and knew it was a fake bookshelf, but it was always closed up. wandered around for a bit doing things and killing aliens, looked at a view screen and noticed that it finally opened and that the blue key was there. after that it was pretty simple.

use blue key, open wall next to lock, get yellow key. use yellow key & a small section of wall next to the movie cameras opens revealing red key
Title: Re: Last map you played
Post by: Tgreyhair on April 21, 2014, 03:01:34 PM
Well-done Forge

I think this might of been a map I played a long time ago with my brother doing the co-op but this map sure is a nice one if you are wanting to do a duke match even playing against the bots is an interesting challenge.

Title: Re: Last map you played
Post by: methy on April 22, 2014, 12:58:13 PM
Didn't know he was hired by 3DR to be a level designer.

Really? Any idea what maps he made and in what game?

Edit : just googled it. It is indeed the same Matt Wood, he worked on DNF, Prey, Max Payne for 3DRealms; then was hired by Valve and worked on HL2 episode 1 and 2, L4D1&2, TF2, Alien Swarm, Portal 2... pretty interesting.
Title: Re: Last map you played
Post by: Puritan on April 29, 2014, 06:47:17 PM
It would have been nice to know what Duke-matchers have to say about this map?


I don't play DM but I had a look at this map from back in 1996 and I must say this mapper was talented!  ;)


And now I'm offering myself as a laughing-stock for you guys:
I actually managed to get killed two times in a DM map without opponents or bots  ;D


Here you go: Highscool (http://www.scent-88.com/reviews/H/highs/highs.php) by Alexander Leitloff (Desperado).
Title: Re: Last map you played
Post by: Forge on April 29, 2014, 10:05:49 PM
I actually managed to get killed two times in a DM map without opponents or bots  ;D
^special talent

be nice if we could get someone on board who DMs with megaton or another port to give write-ups and scores for those maps
Title: Re: Last map you played
Post by: Puritan on May 03, 2014, 03:48:50 PM
Dusted off an oldie on my HD today and I was almost blown away.
The map had no template attached so I had to roam the net for some info.
Thanks to Mikko Sandt over at MSDN for sorting things out about this level  :)


I can't see why you shouldn't head on over and play this pearl!


 Hiveduke by Ryan Isenberg (http://www.scent-88.com/reviews/H/hive/hive.php)
Title: Re: Last map you played
Post by: ck3D on May 11, 2014, 12:39:41 PM
totally forgot about that guy but yeah, i remember going through all his maps a while back and being entertained for sure, he definitely was onto something earlier than most. cool stuff
Title: Re: Last map you played
Post by: methy on May 23, 2014, 09:04:54 PM
Apprehansion Arizona, new map by Locke uploaded on Megaton (I guess he must have realized it's pointless to post maps on forums ? :p)

Really great map highly recommended!
Title: Re: Last map you played
Post by: Puritan on May 27, 2014, 07:23:55 PM
Tested Apprehansion Arizona  (http://www.scent-88.com/reviews/A/aa/aa.php) by Loke today.
A well designed and fast paced map.
Very funny and challenging on Come get some mode.


Only drawback for me would be that the boss was to easy...
It's possible to let him take out himself.
Title: Re: Last map you played
Post by: Micky C on June 03, 2014, 02:23:27 AM
Yeah why didn't Loke make a thread about it? I didn't become aware of it until recently. (Didn't help that Methy said the map was by someone called "Locke" :P )

For the record I've pretty much stopped playing Megaton. It was fresh at first but since I'm not a casual player I don't really see the point. If I really want to play a map, I'll get it from one of the review sites and use eduke.
Title: Re: Last map you played
Post by: Forge on June 03, 2014, 03:45:43 PM
Yeah why didn't Loke make a thread about it?
well a release thread is pretty much just a courtesy anymore.
the lack of feedback over the last few years and some of the personality conflicts on the forums are reason enough not to bother with a community announcement.
@megaton the minimal feedback is still a factor, but the author can track how many actual people are subscribed to it to determine if it's being enjoyed, and the comment board can be controlled as well
Title: Re: Last map you played
Post by: Micky C on June 04, 2014, 07:21:05 AM
But it serves to raise awareness.
Title: Re: Last map you played
Post by: methy on June 04, 2014, 01:08:33 PM
I think Megaton is really good and I thank it a lot for how it brought back popularity to the game and usermaps, also its online possibilities and the 'Pal 2 switches for COOP' it's added really is convenient to make coop maps; but there are 2 glitches which piss me off and which make me NOT use it : whenever I'm hit the screen goes red for much longer than it should, like more than 1 second; and the game freezes each time I open the usermap menu so if I want to play a usermap I have to unzip it, put it in the root folder, and launch the game with the command line. Kinda moots the point of the whole workshop conveniency thing.
It's sad that the devs are too busy to update the game.
Title: Re: Last map you played
Post by: Forge on June 04, 2014, 02:47:17 PM
But it serves to raise awareness.
how do you figure?

Apprehension Arizona:
244 subscribers
you don't get near that many downloads in a forum in such a short expanse of time. Parkade (the most downloaded map on this site only has 311 hits, and it's been bunged for 2 1/2 years)
edited just for reference since i was using this map as a comparison: Nitroglycerin - 75 downloads

Apprehension Arizona: 610 unique visitors
compared to-
Nitroglycerin (@Duke4): 613 views

Comments:
Apprehension Arizona: 6 (by 4 people)
Nitroglycerin (@Duke4): 6 (by 5 people)

edit: and no offense to any parties involved; Nitroglycerin is a superior map, but received very minimal attention and downloads.
Title: Re: Last map you played
Post by: methy on June 05, 2014, 01:23:12 PM
Apprehension Arizona also has 12downloads on moddb so far.
For information, his previous map has 372 downloads despite not even having gameplay. (in comparaison, Galbadia and Sin Center have between 150 and 200 downloads despite having been on there for a longer time). I also believe the download counters on moddb are reliable unlike DN-R's which I suspect to be full of bots. The only thing that's weird is that it always say "1 download today" even if there has been no download during the day; maybe because it wouldn't entice people to download if it always said 0.
Metropolitan Mayhem has 1600 downloads which is what we can expect in a few years for Duke Hard, a similar eduke32-only episode.

I don't know why more people don't upload their maps on moddb, it's not a bad source. Just make sure to add your maps in "add-on" rather than "mods" which is what most people are doing and is what makes most sense.
Then again someone has been doing that lately, uploading all the most famous duke3D maps on moddb. Dunno who he is.
Title: Re: Last map you played
Post by: Micky C on June 05, 2014, 03:48:51 PM
IMO it's just that taking the time to set up a thread doesn't take that long, and it can't hurt to get any extra views. It should be pretty quick if you're just copy/pasting a description from Megaton and re-uploading the photos.
Title: Re: Last map you played
Post by: methy on June 05, 2014, 04:13:13 PM
What if he doesn't care about our comments or views or if WE play the map? Can't blame him for that.
Title: Re: Last map you played
Post by: Forge on June 05, 2014, 07:23:53 PM
What if he doesn't care about our comments or views or if WE play the map? Can't blame him for that.
pretty much this.
sure it takes very little effort to set up a thread to announce a release, but why bother when only four or five people leave comments.

several people are subscribed to multiple parts of the community, word will get around eventually
Title: Re: Last map you played
Post by: Micky C on June 11, 2014, 03:17:51 PM
Slowly chipping through the Imperium in the odd minute or two I'm left with these days. Great-looking, fun, atmospheric episode with good gameplay and level design. Although pretty damn hard at times. I won't deny using dnkroz here and there.
Title: Re: Last map you played
Post by: Forge on June 11, 2014, 04:32:24 PM
i suppose i'm partially to blame for that. though the template link is broken so you can't read up on the episode; they foolishly recruited me as one of the beta-testers.

This is one of those projects where finding the secrets gives a little edge without taking things too far out of balance. If the player doesn't find them it can get pretty hard in some places (but not completely unfair).

Though Deeperthought will disagree until his lower jaw falls off, I highly recommend bypassing the skycar early in the episode and just walk the level. The player skips much needed supplies just to get to the other side of the map faster.
Title: Re: Last map you played
Post by: Merlijn on June 17, 2014, 11:10:52 PM
I'm glad people are still checking out that mod, in retrospect some fights are indeed too hard. But it's still good fun and something we're all proud off. :)

Played Apprehension Arizona and I pretty much agree with Mikko's review. Great design (especially indoor, some really nice work in there) but gameplay gets a bit of a drag at some points. The fact that the red enemies are twice as strong doesn't help. Cool usage of the cycloid emperor though, and I still really enjoyed it.
Title: Re: Last map you played
Post by: methy on June 18, 2014, 06:13:06 PM
The fact that the red enemies are twice as strong doesn't help.

This has stopped being the case months ago, you should update your version of eduke32.
Basically, in the original 1.3 duke3D (but not in 1.4 and 1.5), red liztroops have more HP. So, because of that ONE enemy in ONE old version of duke3D nobody uses anymore since 1997 and only for ONE palette, they had decided to make all custom palettes of all enemies tougher. I convinced them this was a terrible idea though and completely fucks up balance of every map using custom palettes.

However, since Apprehension Arizona has a story that talks about 'tougher ADN modified' aliens regarding those red enemies; we are probably indeed supposed to play it that way.
Title: Re: Last map you played
Post by: Merlijn on June 18, 2014, 07:01:28 PM
Ah ok, I don't keep up with all these updates on a regular basis. And as you say the story in this level actually mentioned the enhanced strength, so I figured it was supposed to be played like this.

Anyway I'm glad they changed it back, it's not a bad feature but it kills a lot of older user maps.

Title: Re: Last map you played
Post by: Micky C on June 19, 2014, 06:37:14 AM
I'm glad people are still checking out that mod, in retrospect some fights are indeed too hard. But it's still good fun and something we're all proud off. :)

You should be, it's one of the best modern episodes out there. Plus I still occasionally listen to the music sometimes. Although in addition to some hard fights, it can also be a bit difficult to navigate at times.

For example, there's this area in the tower in the third map where you're moving around with teleporters, and one teleporter appears to be surrounded by forcefields on all sides. Except one of the forcefields is non-blocking and allows you to move through it, without any indication of this. Shouldn't the beta testers have suggested that the masked wall be removed or something? (Looking at you Forge :P )

(http://i734.photobucket.com/albums/ww345/crimic01/1_zps047f2d2c.png) (http://s734.photobucket.com/user/crimic01/media/1_zps047f2d2c.png.html)

And Methy you're not 100% right. Apparently in the 1.3 version, ANY enemy that had a non-zero pal would have double strength. IIRC the pal 10 liztroop still has extra health. The 1.3 version behavior would work much better as an optional menu toggle.
Title: Re: Last map you played
Post by: Forge on June 19, 2014, 02:23:18 PM
I made all kinds of suggestions, half of which were ignored. I know a whole bunch of exploits and other flaws that never got fixed.

I think at the beta-test stage merlijn and deeperthought were the only two members of the original authors still involved with the project.
iirc i dealt with dan for the first week or so. later merlijn became available and i was actually listened to, but by that time i had already submitted a large portion of my findings.

dan got mad at me for the stupidest thing. merlijn was the only one doing any map fixes. after a few of my reports dan wanted me to start fixing stuff. I agreed, but i said it would be time consuming and i'd either have to stop beta-testing or fall seriously behind schedule.
He couldn't understand why i was unable to do both and keep up with the other beta-testers, so he kept me on the testing team.
Title: Re: Last map you played
Post by: Merlijn on June 20, 2014, 11:25:59 PM
I think I've fixed everything mentioned in the beta-reports, and I'm sure that forcefield wasn't mentioned

Before we even got the beta phase, most of the team already left the mod (leaving us with unfinished levels). So there are bound to be a few hiccups here and there. The fact that it actually got released was a bit of a miracle, and wouldn't have happened without Maarten, Dan and me working our asses off.  :P
Title: Re: Last map you played
Post by: Puritan on June 21, 2014, 03:41:33 AM
^The template might have another sound if we knew...?
Title: Re: Last map you played
Post by: Forge on June 21, 2014, 05:48:19 AM
I think I've fixed everything mentioned in the beta-reports, and I'm sure that forcefield wasn't mentioned
i don't recall everything that i mentioned about the first three levels, which was all directed to dan, so i don't know if you ever got it.
all i can say is the majority of what i reported didn't get fixed.

probably the only fixes that were done in the first levels that i mentioned was some sector based wall shading that allowed the player to mantle on it - and if the player jumped while mantling it would clip them onto the roof of the building. i had to mention it like two or three times before it was finally brought to your attention. And then there was an issue with the shooters at the location where the skycar crashed. - that got fixed right away, so it must have been a code thing.

Title: Re: Last map you played
Post by: Merlijn on June 22, 2014, 05:33:27 PM
Ah yes, I remember now. I was on holiday during the first phase of the beta-testing. :) I tried to fix as much as I could, but I might have forgotten some things. That's what happens when you have to clean up some of the mess you didn't make yourself.  :P
Title: Re: Last map you played
Post by: Gingis Khan on July 01, 2014, 04:34:40 AM
Last map(s) i did play were DukeHard which was released few days ago. I liked it, it's a bit confusing sometimes but it's complex and well professional done. :)
Title: Re: Last map you played
Post by: methy on July 01, 2014, 04:23:19 PM
What did you think was confusing exactly?
Title: Re: Last map you played
Post by: Gingis Khan on July 01, 2014, 10:53:29 PM
Some maps were hard in case when you have to find some access keycards or secret switches. But i like it because it's done in 1996 map style
Title: Re: Last map you played
Post by: Merlijn on July 02, 2014, 07:17:17 PM
Which reminds me, shouldn't 'duke hard' be added to the map database? If neccesary, I can tighten up my review on duke4.net a little so it can be used. 
Title: Re: Last map you played
Post by: methy on July 05, 2014, 07:11:35 PM
If you're going to UPLOAD the episode here, then I'd rather you wait for v1.1 which fixes stuff around since that's going to be done in a couple of days max.
I'd rather you just link to the moddb download page for download though, I like to keep track of download counts. But whatever.
Title: Re: Last map you played
Post by: MSandt on July 05, 2014, 08:11:27 PM
I'd rather you just link to the moddb download page for download though, I like to keep track of download counts. But whatever.

I don't really understand this; the more steps you add, the fewer people are going to download the mod. Knowing the exact number of downloads should be less important.
Title: Re: Last map you played
Post by: Micky C on July 06, 2014, 06:10:34 AM
Besides, you can see the number of downloads at this site anyway.
Title: Re: Last map you played
Post by: methy on July 06, 2014, 11:44:57 AM
It's because this site has a 'no update' policy. We might have to update the episode again in the future to fix a game breaking glitch or something.
Title: Re: Last map you played
Post by: Micky C on July 06, 2014, 12:07:32 PM
It's a shame that this site does have a no-update policy. Updates can be a very crucial thing, and problems can sometimes take a while after release until they're found.

It's the case of 1 guy (I think we know who that is), ruining things for the rest of us. IMO most mappers are sensible enough to restrict updates until all the issues are found, like with Duke Hard.
Title: Re: Last map you played
Post by: Forge on July 07, 2014, 05:06:47 PM
Which reminds me, shouldn't 'duke hard' be added to the map database? If neccesary, I can tighten up my review on duke4.net a little so it can be used.
that would be nice. ck3d did some nice mini-writeups as well that can be combined in if you want to put a review together.
Don't know if will ever get used, but having one already done would be convenient

I was asked to hold off doing a review for an indefinite amount of time due to hosting conflict issues
- getting the downloads at moddb to a maximum count
- and the update policies of this site



Title: Re: Last map you played
Post by: methy on July 07, 2014, 06:34:00 PM
I'm not trying to get as many downloads as possible on moddb. Not to mention the counter is getting reseted with the update. But since this site has a no update policy, it's better to wait for the soon-to-come patch we know is coming. And even then a link to the moddb page is always welcome for any future patch (though another SP patch is unlikely; a MP patch is very likely whenever eduke32's online is back on track)
Title: Re: Last map you played
Post by: Forge on July 07, 2014, 07:37:40 PM
my misunderstanding about the downloads. i re-read the last few posts and noticed you were more concerned about tracking the count.
i assumed you were trying to make a run for that mod of the year thing or whatever it is at ModDB like DNF 2013 did.

i also compounded the problem at one point with the update issues.

There was a map awhile back that was posted, but the author said they'd probably update it someday. (i don't remember by who off the top of my head). I waited for what i thought was a fair amount of time with not a peep from the map maker so I went ahead and did a review. Of course the author came back later and update animosity ensued.

i won't touch anything unless it has a final version release label on it somewhere. kinda why the beach cbp hasn't been done yet.

 
Title: Re: Last map you played
Post by: methy on July 07, 2014, 08:44:41 PM
I didn't even think about the mod of the year thing. Even if I thought of it, I wouldn't think we'd ever have a chance though.

It's nice to be able to keep track of download counts, but it's not the main issue here.

The updated version of the episode should be out really soon (I keep saying that; but now it's just a matter of Daedolon finding time to fix one thing in his map and put the whole thing together).
Title: Re: Last map you played
Post by: Puritan on July 07, 2014, 09:06:02 PM
There was a map awhile back that was posted, but the author said they'd probably update it someday. 


Could it be reflex17 latest 'baby'? ( Delta Station )
Title: Re: Last map you played
Post by: Forge on July 07, 2014, 10:25:20 PM
no.
i don't remember and i'm too lazy right now to dig through the threads.

it's a map that got uploaded and the author got pissed that it wouldn't get updated. the complaint was that they specifically mentioned that it was going to be updated in the release op.

problem was they never said when and i got tired of waiting and went ahead and reviewed it after it looked like it as going to be left as is.
my mistake and too much drama.
one of the reason's i'm not in too much of a hurry to do new releases anymore

mappers like the review and exposure, but you get those select few that think they need to update the map a dozen times.

imo, zero tolerance is a bit too strict - things do slip through the cracks and game breaking bugs get found after a release. for example-look at how much the duke hard episode was tested, and still things were found after it hit the shelves. Maybe a case by case or one-time only update policy.
 
Title: Re: Last map you played
Post by: methy on July 10, 2014, 03:32:28 PM
Turok by Duke64, a new map that appeared on Megaton's workshop.

http://steamcommunity.com/sharedfiles/filedetails/?id=283583776
Mirror download link for those who don't have Megaton (obviously you don't need the .json file in the zip) : http://www2.zippyshare.com/v/99597090/file.html

It looks like those couple of new active Megaton mappers are starting to get really good. Tower Of Babel ( http://steamcommunity.com/sharedfiles/filedetails/?id=267013077 ) was already a step in the right direction; even though it was literaly 30secs long in SP and you could just run around spamming dev rockets; but this Turok map is where it really gets interesting.

My comment on the map :
Really cool map with a somewhat original theme and adventurous feel.
Just enough detailing to make it look good with good strong shading.
Rather long too as it took me 23mins.
Layout and progression is like in a modern FPS (reminds me of Hard Reset and the new Shadow Warrior) : reach new area, kill a horde of enemies, press a couple of buttons to go to the next area and repeat. Some of the 'secret places' feel like those modern FPS, too.

My only real grip is that I played on CGS and I say there is a too much ammo and health everywhere. I was constantly full on shotgun ammo even though it's the weapon I used the most. Also, the map is so long, it would have been nice to get more different weapons along the way.
Also, the sprite on the "3D sprite structures" (like tables, bridge etc) aren't 1-sided, which makes them clip in 8bit. I know that's not needed for 32bit, but still it would only take a few seconds to do it and it wouldn't be a problem in 8bit either; not to mention that everything else looks just fine in 8bit.

Good map nonetheless, hopefully we'll see level 2 and 3 of this series!
Title: Re: Last map you played
Post by: Forge on July 10, 2014, 03:52:07 PM
add a score and some screenshots  8)
Title: Re: Last map you played
Post by: Micky C on July 10, 2014, 04:11:53 PM
Those screenshots actually look pretty good. And you can really tell that eduke32's lighting system makes it look 10 times better and more atmospheric than if it used the old polymost shading system.
Title: Re: Last map you played
Post by: methy on July 10, 2014, 09:31:45 PM
add a score and some screenshots  8)

Nah sorry, I don't really like the /100 rating system. I really wouldn't be able to rate something the way you do, and I don't believe it's a good way to rate a map either (for instance because depending on the map, one aspect or another of the rating system might be more important, while they're all always given the same importance for each map with such a system; and other reasons too)
I'm more a /5 or /10 guy so that wouldn't fit on the site.
Title: Re: Last map you played
Post by: Forge on July 11, 2014, 02:14:18 AM
the way i rate things isn't a standard. only the scale.

just think of it as a decimal scale (e.g 9.3 out of 10)
that translates to a 93/100
Title: Re: Last map you played
Post by: Forge on August 10, 2014, 06:07:17 AM
played valves by Billy Boy.
That map is just insane. It keeps going and going and going.
The crazy interconnecting passages and the maze like layout; I didn't even know where i was most of the time.
I have no idea how i finally got through it. I just kept walking and hitting switches. Half of them I had no clue what they did.

Seemed like I left a bunch of doors locked and yet was able to finish the level. The only time I think "cheated" was when i got to the console with the three colored locks. There was a door to get to them, but i never figured out how to unlock it, so i walked to where the railing was knocked down and jumped around and through the police-taped off gap. I really don't know if that was cheating or not since i could see no other reason to have knocked down railing and a gap in the barricade in that one and only spot unless it was to jump through.

edit: went back and looked around. I skipped a section with the red lava that exits out of tube #2. Don't know which locked door(s) the valve in that area opened; i'd left too many to go back through and try to find it.
There was also an 8 button puzzle that i'd skipped and never got back to since I didn't find a clue for it's solution and I didn't feel like spending a bunch of time methodically picking it.
Title: Re: Last map you played
Post by: Puritan on August 10, 2014, 09:07:54 PM
^By far the worst map from Billy Boy in my opinion.
Been a while since I played it but I clearly remember that I was secounds away from throwing the computer out of the window...  ;D
Title: Re: Last map you played
Post by: Forge on August 10, 2014, 11:12:11 PM
i had tried to play it a long time ago, but like you i got frustrated. I quit and never finished it. I was kinda dreading when it would finally come up in the rotation for review, but i managed to tough it out all the way through this time.

the worst part of that map is all the damn holes everywhere that drop down into water tunnels. accidentally fall into one and you practically have to re-navigate half the map to get back to where you fell in so you can pick up where you left off.

in most of Billy Boy's maps the puzzles are labeled and there are clues everywhere; this one felt like it was just a random wander about & a what the fuck am i doing?

it was also very easy to get yourself trapped/locked in rooms, corridors, and underwater passages with no way out.
Title: Re: Last map you played
Post by: methy on August 10, 2014, 11:23:12 PM
I feel like Billy Boy could have been a fucking great mapper, when playing his map one can sense he has a great vision, but what he lacked is someone to tell him "this shit is not alright bro" when he went too far. Someone to prevent him to ruin his own greatness.
Title: Re: Last map you played
Post by: MSandt on August 11, 2014, 01:16:22 AM
I feel like Billy Boy could have been a fucking great mapper,

Billy Boy is a fucking great mapper.
Title: Re: Last map you played
Post by: methy on August 11, 2014, 02:04:10 AM
I could never like his maps very much. There is always that amazing sense of scale and genious layouts, except it's all ruined by needlesly complicated puzzles and other bullshit. To me, they're simply not fun.

Then again I haven't played them in maybe 5 or 8 years.
Title: Re: Last map you played
Post by: High Treason on August 11, 2014, 03:51:26 AM
I could never like Billy Boy's stuff either. I could appreciate some of the exploits he pulled off, but the maps were often filled with other locations that were just plain ugly, glitchy or just downright annoying.
Title: Re: Last map you played
Post by: Forge on August 11, 2014, 06:12:47 AM
annoying puzzles aside, the stuff Billy Boy made and the foresight he required to be able to make those puzzles just frazzles my brain.

As for as aesthetics; oranges and valves were a bit on the bland side due to lack of proper trimming, and he had those weird ass walls of textures at the top of big light, but other than that he made some nice looking industrial levels. I also liked the outdoor areas of his hospital map, but the indoor parts were kinda bland.

speaking of oranges; it might be the way my logic circuits work, but i found that one easier than valves even though valves seemed to be more linear. I just didn't like getting trapped and having to do a restart, or having to navigate half the map again because investigating a floor shaft means finding out it drops into an underwater tunnel that unlocks and goes all the way back to the start. Of course getting pissed at investigating floor shafts and ignoring them ends up costing even more confusion because one or two of them actually have necessary switches in them. 
Title: Re: Last map you played
Post by: ck3D on August 12, 2014, 10:46:40 AM
billy boy made my favorite maps that i'll never actually play. i think he is / was a BUILD genius and made the most awe-inspiring levels be it in terms of atmosphere, layout, feel and overall grandeur ; technically speaking the construction in his maps in generally insane as well with all those humongous structures and complex room-over-room tricks (zaxtor is the only other, later mapper to have ever come close again to this type of stuff - dude had TROR figured out ten years before it even became a thing). all the fancy-looking modern maps with the tiny details and carefully trimmed walls are little kid stuff in comparison to the vision and skills it takes to make the stuff billy boy made - even with the seemingly bland looks, odd texture picks and unconventional aesthetics, he manages to put everyone else's skills to shame. his work is just larger than life.

but yeah the thing is, as far as levels in a video game are concerned, the amount of skills it takes to generate them is not all that matters. while technically he might have made some of the best and most immersive levels ever, they are just not so fun to play. i love long maps that feel like proper adventures as much as - if not more than - the next one, but i don't want to be stuck in front of my computer screen for 4 or 5 hours and find myself swearing twice as much as i just did with every new move i make. i guess getting lost and accidental backtracking is realistic as in it is bound to happen to anyone who were to explore a huge location they have never even thought of visiting before in real life, but it isn't the kind of deal i want to experience everytime i manage to find some spare time for leisure and choose to fire up a duke map. for this reason i think i have spent more time going through his levels in build / mapster in order to be free to carelessly roam around and look at all the surrounding awesomeness than actually playing the darn things. which may or may not be a bad sign but hey, at least i am glad they exist, and the impression they still leave me to this day keeps convincing myself that billy boy is one of those unsung heroes that was, and might still be, far ahead of his time.
Title: Re: Last map you played
Post by: methy on August 12, 2014, 01:41:51 PM
Yeah that's what I mean. If the map fails to be fun, it fails at its primary goal. I appreciate the grandeur and vision he has in his maps, which indeed makes you feel like he has a bigger consciousness of the whole thing than a normal human being, but like I said imo what he lacked was someone to tell him when he went too far and when things were becoming annoying or not understandable anymore for the player.
Title: Re: Last map you played
Post by: Forge on August 12, 2014, 04:19:55 PM
Valves is the only map of Billy Boy's that really irritated me to frustration. Memorial Hospital had me temporarily stumped a couple times and made me wander around aimlessly until I got back on track.
The rest of his maps I didn't have any problems with solving the puzzles and it always felt like i was making forward progress. In those later maps (post oranges & valves) pretty much everything is labeled, there are view screens, and there are clues and hints placed out in the open. It's just a matter of remembering where the labeled door is when the matching labeled switch is thrown.
Title: Re: Last map you played
Post by: ck3D on August 21, 2014, 02:43:02 PM
wangnukem by duke 64 : http://www.scent-88.com/reviews/W/wang/wang.php

took me 15 mins to look around on the internet in order to remember where the heck i could have got this map from in the first place, in order to establish where my due comments should be posted (i like to give my feedback in the corresponding release thread - when there is such a thing - to ensure that the map author gets to read it). could have sworn it was from this site, a suspicion confirmed by how it appeared to be nowhere to be found be it on duke4 or MSDN, but it wouldn't show up in map search. so i looked it up on other sites until i eventually went back to this one and double checked - turned out i had been looking for an erroneous file name. gah.

map itself was pretty nice. the layout and gameplay format was what i liked the best - very fundamental. without the occasional misaligned textures and general lack of visual fine-tuning, i could have seen this map being out of one of the original episodes due to its simplicity and overall feel. the action and puzzles are pretty old-school, i liked them. got lost for a while in order to figure out what door that switch had just unlocked, backtracking to the previous locations of the map in circles and trying out all the decorative doors - there's a bunch of them - which slowed down my progression at a crucial time. i would have at least used an activator rather than an activatorlocked to make the path more obvious to the player, seeing as the door that gets unlocks looks the exact same as all the decorative, unfunctional doors. no biggie though - i eventually found my way to the end. trains in the last section were nice but could have looked better.

overall a good map, wouldn't put it in the 90+ drawer quite yet though, although with just a little bit more fine-tuning and decoration it could have been a real winner - to me it felt kind of rushed in some segments, especially toward the end. still a solid play and an enjoyable experience.
Title: Re: Last map you played
Post by: ck3D on August 29, 2014, 07:31:33 PM
long shot and i am on quite a rush so sorry for not finding a more appropriate thread to post this in, but, i was just randomly thinking about that one map today that i played eons ago, which was (as far as i remember) hi-tech- / moonbase- / space-oriented, and involved two cycloids, one you could see trapped in an underground cage halfway through the map that you couldn't fight and one that would show up at the end of the level, all making for a trick the author of the map was trying to pull off in order to trick the player into thinking that they were finally getting to encounter the same beast they had seen behind bars earlier into the level. if i remember correctly the level was rather long and felt fairly epic as a whole, even though it didn't come with the most professional-looking design, i remember loving the experience a few years back but i can't seem to remember its name, maybe anyone on here has a clue ?
Title: Re: Last map you played
Post by: Puritan on August 30, 2014, 11:27:37 AM
Hmmm.....I've made a map where you encounter a trapped cycloid emperor in the beginning and also towards the end...
It's a space / moonbase level too.
But it isn't what you're looking for?


Undesirable Elements (http://www.scent-88.com/reviews/U/undesire/undesire.php)
Title: Re: Last map you played
Post by: ck3D on August 30, 2014, 12:23:00 PM
that was the one ! thank you ! memorable level, kind of messed up that i couldn't remember that it was you who made it though, sorry about that - my memory tends to be real bad with people sometimes which is something i always feel really bad for but really can't help. anyway, you know a level is good if people are still getting random flashbacks from their playthrough years after despite omitting the details ! also the design looks a lot better than i remembered. the central room with the first cycloid comes with some of my favorite structures ever made for duke, due to both their functionality and looks. i need to play the map again, i remember the whole experience as really immersive. have you been working on anything new as of late ?

edit - can't believe it was never reviewed on MSDN either. hot map material for sure, Mikko needs to catch up on that for one of the next updates
Title: Re: Last map you played
Post by: Forge on August 30, 2014, 02:41:47 PM
it didn't come with the most professional-looking design
;D
Title: Re: Last map you played
Post by: ck3D on August 30, 2014, 02:57:54 PM
ha ! my memory is a mess, really. by 'professional-looking design' i actually really meant '3DR-styled', but it is true that thinking of that map i had (for some reason) recollections of large battles in storage, warehouse-looking rooms that were more on the emptier side - which (and i just checked in mapster in order to make sure) all appear to be absent from Puritan's map. so i guess i got confused somehow and mentally mixed up sections from two different maps i probably played around the same time period, thinking they were the same one in retrospect. i am thinking the other one (with the hectic battles in the empty-looking storage rooms) might have been by Zaxtor, not sure. anyway what i said about Puritan's level still stands, it's a really good one, and looking at it again in Mapster i am still very impressed with the design, the texturing is very colorful, the spritework is omnipresent, i really like the whole thing and it must have been quite tedious to make as well.
Title: Re: Last map you played
Post by: Puritan on August 30, 2014, 03:23:31 PM
. have you been working on anything new as of late ?


Thank you for your kind words!


Well, my latest release would be "Afterglow; Twin Creeks".
( I'm also in a sort of long term build project with another guy. A release is not scheduled as of yet)
Title: Re: Last map you played
Post by: methy on August 30, 2014, 05:26:40 PM
wangnukem by duke 64 : http://www.scent-88.com/reviews/W/wang/wang.php

took me 15 mins to look around on the internet in order to remember where the heck i could have got this map from in the first place, in order to establish where my due comments should be posted (i like to give my feedback in the corresponding release thread - when there is such a thing - to ensure that the map author gets to read it). could have sworn it was from this site, a suspicion confirmed by how it appeared to be nowhere to be found be it on duke4 or MSDN, but it wouldn't show up in map search. so i looked it up on other sites until i eventually went back to this one and double checked - turned out i had been looking for an erroneous file name. gah.

map itself was pretty nice. the layout and gameplay format was what i liked the best - very fundamental. without the occasional misaligned textures and general lack of visual fine-tuning, i could have seen this map being out of one of the original episodes due to its simplicity and overall feel. the action and puzzles are pretty old-school, i liked them. got lost for a while in order to figure out what door that switch had just unlocked, backtracking to the previous locations of the map in circles and trying out all the decorative doors - there's a bunch of them - which slowed down my progression at a crucial time. i would have at least used an activator rather than an activatorlocked to make the path more obvious to the player, seeing as the door that gets unlocks looks the exact same as all the decorative, unfunctional doors. no biggie though - i eventually found my way to the end. trains in the last section were nice but could have looked better.

overall a good map, wouldn't put it in the 90+ drawer quite yet though, although with just a little bit more fine-tuning and decoration it could have been a real winner - to me it felt kind of rushed in some segments, especially toward the end. still a solid play and an enjoyable experience.

Sounds like you've never played Shadow Warrior. That map is a recreation of the first map of Shadow Warrior (it's not just 'inspired' by Shadow Warrior, it's almost 1:1 with some minor differences), which was made by 3DRealms which explains why the layout, gameplay and progression feels like it could belong to the 'original game'. (though I am unaware if DN3D and SW share similar level designers)
Also this might be where you got the map : http://forums.duke4.net/topic/7010-duke-nukem-3d-steam-community-workshop/page__view__findpost__p__202654

I know you're probably more interested into Duke Nukem 3D itself, pure DN3D mapping close to vanilla with stock textures; rather than Build as a whole, but I still recommend you (and anyone, really) to play Shadow Warrior and Blood, it really opens up your vision of what Build is and what can be done with it in the right hands.  Considering you know DN3D effects by heart, you will also be amazed by the kind of advanced effects those games have in comparaison.
Also, I'm sure it is also inspirational for DN3D mapping. After all, train levels were done in DN3D after it was done in Blood.
I'd even recommend to play Exhumed (aka Powerslave) and Redneck Rampage series (especially RR Rides Again In Arkansas, the sequel to the first RR and which is a LOT better than the first), which even if they aren't perfect, are really interesting and good in many regards.
Title: Re: Last map you played
Post by: High Treason on August 30, 2014, 07:16:53 PM
...but I still recommend you (and anyone, really) to play [...] Blood

Yeah, if you wanna corrupt your hard drive.

I'd give that one a miss, it plays like a beta, has serious bugs and balance problems as well as looking butt ugly in places where they couldn't be bothered to polish it properly - if it doesn't crash. It really offered nothing that SW didn't do better, though it's level editor is very interesting.

Other games though, go ahead.
Title: Re: Last map you played
Post by: methy on August 30, 2014, 07:28:02 PM
No idea what you're talking about (especially with the 'corrupt your hardrive' thing, no idea where you got your Blood from; but if that a real common danger it would be a known thing). Blood is completely different than SW and it's just as great for different reasons. SW is the next logical step after DN3D, but Blood is something else entirely.
Blood has the best weapon/enemy balance of any 2.5D FPS I know,  It's all about constantly switching between your weapons and even their primary/secondary fire depending on the enemy and on the situation, and that's executed better than any other 2.5D FPS I know. Also the AI of enemies is far superior to any other Build game, cultists especially.

You know, when you play an old FPS with WASD+Mouse, you quickly feel the limit of the game, like for instance how you can easily circle strafe in Doom and DN3D to avoid even hitscan shots; well, in Blood that doesn't really happen, if at all, and on the contrary WASD+Mouse gives much more depth to gameplay. To me that only shows how superior Blood's gameplay is, the game really feels like 2.5D FPS gameplay applied to control devices other than keyboard only, and it really is the only 2.5D FPS that feels like that. The AI of cultists was ahead of their time, they are proto-HL grunts, except actually fun (and fun exactly because they made them intelligent just enough, unlike HL grunts which are too intelligent).

Yeah, level design isn't as polished in the later episodes, and I used to think the game sucked because of that (back when I gave too much importance to small details because I lacked the ability to see the greater scheme behind a level) but the leveldesign shines in other departments; and that they chose to polish gameplay over map detailing is exactly why it's so good.
Title: Re: Last map you played
Post by: High Treason on August 31, 2014, 04:34:32 AM
Drive corruption is a real problem on five different machine with three different (Genuine) installation CDs used (1.0 and 1.21 - 1.21 sucks, use 1.0). So is the simple fact that the game is broken. Bugs and corruption in action - go to 27:43 if all you want is the drive corruption, I have a few other incidents on film too.

Blood at it's heart has the potential to be great, but it lets itself down on so many levels. This sucks because I really, really want to like it, I really should like it... But it just fails. The AI on paper is better, but in reality it is dumb and spends most of it's time walking around in circles. The level designers also loved placing cultists around corners where they fire at you too fast for you to react doing silly amounts of damage. There is no long range vector weapon and the overenthusiastic hitbox (and slow movement) on the flare gun often prevents it being useful at long range. Balance is terrible, the game often has you run out of ammo and will give you nothing but flares or spray cans seconds before meeting dogs or ghosts who are immune to these weapons. The Voodoo doll can not be used again if you switch to another weapon after using Alt Fire.

I have no gripes with the controls, it's like Dark Forces with better mouse look. Though the cultists hitting you that quick is ridiculous, especially when they shoot round corners, through floors and all manner of bullshit.

The level design is good as far as layout goes most of the time, but there are serious visual problems, idiotic things left over from the alpha build and levels like Catacombs that have gone almost unchanged since the alpha that are so clearly test levels (the ending of that one especially) it is unbelievable.

It is common to also jib enemies only to have the game crash and a "too many sprites spawned" appear, reflective shots can also crash the game. The frame rate is piss-poor on anything less than a Pentium II 450.

Best indicator of the broken balance? Play a level starting with no weapons (die, hit space), I dare you. Some levels are also possible to completely break without trying, The Haunting is possibly my favorite level but as far as I remember there's a barrel that can be blown locking you out of the basement.

The last two machines I ran it on also had their boot sector corrupted which was the final straw for me.

I don't know how it runs in emulators, I can only go by what it does on real hardware of the era, granted I have an unusually high level of problems possibly due to my aggressive play style, but if they can happen to me they can happen to anyone and I can show examples of almost everything I said in that series of videos or the ones from my previous attempt. Like it or not, every time I tried to play the game it didn't work and started doing retarded shit; crashing, glitching out or fucking up the hard drive... Wanna know why there's no source code release? Because the programmers are ashamed of the absolute mess they have made.

And don't even get me started on the soundtrack.


This didn't post, so if a double post happens somehow I apologize.
Title: Re: Last map you played
Post by: methy on August 31, 2014, 05:26:49 PM
Actually, I have beat the game (every episode including plasma pak + cryptic passage) doing a pitchfork start on every level, on skill4, and only two levels were impossible to me that way : E1M6 and the boss level of the first episode. Everything else was do-able no problem and actually played great that way.

I keep hearing that about cultists but I don't really have a problem with it. It's a different playstyle, respond fast and effectively to their attacks or back the fuck off or take cover and use your weapons and their secondary fire accordingly. I'm not going to make the list of every situation and of every way you could use this or that weapon, but there are several different ways to do effective long range attacks. Like I said it's all about learning to constantly switch weapon depending on the situation. Never had ammo problem with ghosts, and if you haven't been careful with your ammo enough, you can use the pitchfork against them (it's a bit tedious, but not hard).
The thing is, Blood doesn't play like Doom, or DN3D, or SW; Blood plays like Blood, and it has a bigger learning curve, but also a higher skill ceiling. If you launch Blood and try to play it like you'd play Doom and Duke Nukem 3D, you'll quickly get fucked; and at that point you can either say "fuck it this game sucks", or you can learn to play the game.

Never had any glitch or crashing issue, though I've been using dosbox. The only 2 glitches I know are the two famous ones : if you load a save from skill 1 or 2, enemies will deal much much higher dmg than they should on that skill (personally I've only ever used skill3 and 4); and also, if you load a save during a bossfight, that will replenish its health (but at least that prevents savescumming)
Title: Re: Last map you played
Post by: High Treason on August 31, 2014, 06:42:25 PM
The average player cannot get by on a pitchfork start, you'd have to exploit the game somewhat to do that and it'd be tedious as all hell.

You keep hearing about the cultists because it's a problem, every fan of this game comes out with the same crappy excuses "waah, you just aren't playing it right", no! The only way to tackle the cultists is to know in advance where they are and lob TNT at them (And I'm fucking lethal with TNT)... But even that doesn't work because you can't damage a prone cultist if he hasn't seen you yet.

There are effective long range attacks... With projectile weapons. It shouldn't have to be that way, that's a waste of hard to find ammo if I have to use a napalm launcher on just three cultists on a distant bridge. Again, why should I have to pitchfork ghosts? The game should have proper item placement so I don't have to do that unless I've done something stupid.

It shouldn't play like DN3D or SW, but being under the same engine with similar weapons, physics and controls it should play similarly, I don't know what the dev team were going for but it doesn't seem to work that well sometimes.

There's a more serious boss glitch. If you save just before a wall opens up, it won't open and you have to hope you have a save from earlier or else kill yourself (provided you have any ammo to do that) and start the level over, rendering your save useless. As for enemy damage, this also appears to be mildly affected by the speed of your machine regardless of skill level, saving or loading. I suspect it works better in DOSBox but I don't use emulators and the box says Windows 95 on it... The game runs different code under Windows. So all I can judge is how it runs on the systems it was intended for, try it on the recommended Pentium 75, it'll never work.

Here are some examples of how it will run on real hardware and real DOS with it's many instabilities;
Random Crash (https://www.youtube.com/watch?v=S-Sq-wlDcnE&list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage#t=1002), Unfair combat (https://www.youtube.com/watch?list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage&v=wIJgwLygJek#t=355), Major delay on controls (https://www.youtube.com/watch?feature=player_detailpage&list=UUZKXDHABvdwV--jr_t8q9Sg&v=45l8-yk4Gfo#t=539), Piss poor framerate on a Pentium II 450 (https://www.youtube.com/watch?feature=player_detailpage&list=UUZKXDHABvdwV--jr_t8q9Sg&v=SS3XtlJ08hk#t=391), Random Crash (https://www.youtube.com/watch?feature=player_detailpage&list=UUZKXDHABvdwV--jr_t8q9Sg&v=SS3XtlJ08hk#t=1396), Another (https://www.youtube.com/watch?feature=player_detailpage&list=UUZKXDHABvdwV--jr_t8q9Sg&v=SS3XtlJ08hk#t=1650), Pintched by the doors happens too often (https://www.youtube.com/watch?v=PQo1yxb2VJQ&feature=player_detailpage&list=UUZKXDHABvdwV--jr_t8q9Sg#t=67), Derpy AI (https://www.youtube.com/watch?v=PQo1yxb2VJQ&feature=player_detailpage&list=UUZKXDHABvdwV--jr_t8q9Sg#t=1055), Jibs indicating things to come (https://www.youtube.com/watch?list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage&v=AGwtALejyfQ#t=506), Controller lag (https://www.youtube.com/watch?list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage&v=AGwtALejyfQ#t=1153), Problem with the flare gun (https://www.youtube.com/watch?list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage&v=AGwtALejyfQ#t=1466), Damage from nowhere (https://www.youtube.com/watch?list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage&v=AGwtALejyfQ#t=1557), Corrupting the drive (https://www.youtube.com/watch?list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage&v=AGwtALejyfQ#t=1658), Really polished (https://www.youtube.com/watch?v=tC27GKA6_6Q&list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage#t=151), Spidercultist (https://www.youtube.com/watch?v=tC27GKA6_6Q&list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage#t=190), Invulnerable cultist (https://www.youtube.com/watch?v=tC27GKA6_6Q&list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage#t=782)... And that's without nitpicking, also the better of the two plays through I still have online.

DOSBox is no excuse, it's good that the game runs better and people get to enjoy it on there, but it did not work with the hardware it was designed for. That time playing through, I actually had to hack the EXE at the end because the game would not load the final level.
Title: Re: Last map you played
Post by: Micky C on September 02, 2014, 03:24:24 PM
HT I thought you liked Blood. Didn't you used to make maps for it?
Title: Re: Last map you played
Post by: Forge on September 02, 2014, 04:50:29 PM
The average player cannot get by on a pitchfork start, you'd have to exploit the game somewhat to do that and it'd be tedious as all hell.

You keep hearing about the cultists because it's a problem, every fan of this game comes out with the same crappy excuses "waah, you just aren't playing it right", no! The only way to tackle the cultists is to know in advance where they are and lob TNT at them
it may have been awhile since i've played the game on a windows 98 machine, but i call shenanigans. Your tactics stink if you can't handle them.

Random Crash
Corrupting the drive

I actually had to hack the EXE
things that make you go hmmm
Title: Re: Last map you played
Post by: High Treason on September 02, 2014, 07:39:52 PM
HT I thought you liked Blood. Didn't you used to make maps for it?
That was before I developed any standards. As far as DOS goes I still like it's level editor over the one for Duke/SW though... As I said, I like the idea and at it's heart its a great game. If it ran properly it would be awesome but I've tried it on so many machines that I can only conclude it's broken, it runs decently in DOSBox but that isn't what the game was developed for meaning it has no bearing on my opinion.

The average player cannot get by on a pitchfork start, you'd have to exploit the game somewhat to do that and it'd be tedious as all hell.

You keep hearing about the cultists because it's a problem, every fan of this game comes out with the same crappy excuses "waah, you just aren't playing it right", no! The only way to tackle the cultists is to know in advance where they are and lob TNT at them
it may have been awhile since i've played the game on a windows 98 machine, but i call shenanigans. Your tactics stink if you can't handle them.
Fuck off. I dare you to play Mall of the Dead with no weapons. I've already provided substantial evidence for cultist problems but have another (https://www.youtube.com/watch?list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage&v=AGwtALejyfQ#t=22). And another aided in part by the shitty flare gun (https://www.youtube.com/watch?list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage&v=AGwtALejyfQ#t=676). Actually the flare gun is the major problem, it's slow and you often end up having to use it against them, they react too quickly for it to do any damage. The game really needs a hand gun.

One thing that sucks worse than cultists. (https://www.youtube.com/watch?list=UUZKXDHABvdwV--jr_t8q9Sg&feature=player_detailpage&v=AGwtALejyfQ#t=795)

Quote
Random Crash
Corrupting the drive

I actually had to hack the EXE
things that make you go hmmm
Rubbish. Try reading it again... I fact I can go one better and add one to the list; Incompetent development team (https://www.youtube.com/watch?feature=player_detailpage&v=mNi-XsZoUdo#t=1252). How exactly do you suppose I should have dealt with that?

This certainly wouldn't happen in DOSBox because it was calling Windows-specific cutscene code. Also trying to imply I somehow broke it makes you look dumb, so by all means continue.
Title: Re: Last map you played
Post by: Forge on September 02, 2014, 11:03:21 PM
Fuck off.
Also trying to imply I somehow broke it makes you look dumb, so by all means continue.
;D
nope. you're easily antagonized which was all i was trying to do anyway.
(but I have run the game on a windows 95 box, windows 98 box, and a windows xp box - and never once did any of the hard drives get corrupted. Just saying  8))
Title: Re: Last map you played
Post by: High Treason on September 03, 2014, 01:25:15 AM
Antagonized? Shit, you really don't know me or NE-English dialect very well at all. I fail to see how providing further evidence for my argument is being antagonized so allow me to apologize for disappointing you.

Well, it might not have busted your drives and that's great, but the fact of the matter is it broke most of mine. I suspect it to be triggered by quick timings and certain drive/controller combinations with these configurations, so if you ran your machine stock you'd probably be OK.

Not sure how you got it running in XP, that OS doesn't have direct hardware access so it would have been silent blood at a piss-poor frame rate.
Title: Re: Last map you played
Post by: Forge on September 03, 2014, 02:23:18 AM
so allow me to apologize
you should apologize
especially for your piss-poor play tactics if the game kicks your ass so bad

I suspect it to be triggered by quick timings and certain drive/controller combinations with these configurations, so if you ran your machine stock you'd be OK.
things that make you go hmmm
Title: Re: Last map you played
Post by: High Treason on September 03, 2014, 02:32:00 AM
You really aren't very good at this are you? Then again, if I spent my life indoors playing with other peoples content for a long forgotten game, my social skills would probably degrade too.

The fact that you're not addressing the problem speaks volumes.
Title: Re: Last map you played
Post by: Forge on September 03, 2014, 03:52:50 AM
Then again, if I spent my life indoors playing with other peoples content for a long forgotten game...
sounds like someone's jealous  :-*
Title: Re: Last map you played
Post by: High Treason on September 03, 2014, 04:10:33 AM
Now you're not even making sense. I'll try typing slowly to help you understand;

I am unemployed and could easily sit around on my ass all day, but I choose not to.
Title: Re: Last map you played
Post by: Forge on September 03, 2014, 04:55:09 AM
with all that free time one would think you could figure out how to install a game without ruining your computer.
Title: Re: Last map you played
Post by: High Treason on September 03, 2014, 05:59:23 AM
I think it's the development teams job to make sure their software works properly with different system configurations.

Even Microsoft put more effort in than this - strangely, one of the issues I think of was related to drive corruption and was not their fault (PC-Tech Inc. caused it).

But if that's how you think, then next time I release a map you'd think somebody with that much time would find a perspective to see it through that would earn a 100% score.
Title: Re: Last map you played
Post by: methy on September 05, 2014, 09:23:00 PM
Just checked Final Destination by Shawn Swift (Sunstorm Interactive). Good map with potential but definitly released unfinished. There are hints of things to come in the map though like the room where you find the red keycard looks very similar to the command room in Brown Water from Duke It Out In DC.
Title: Re: Last map you played
Post by: Forge on September 05, 2014, 10:29:50 PM
Just checked Final Destination by Shawn Swift (Sunstorm Interactive). Good map with potential but definitly released unfinished. There are hints of things to come in the map though like the room where you find the red keycard looks very similar to the command room in Brown Water from Duke It Out In DC.
yeah. it was looking like it might be pretty good from the outside, but i felt disappointed after getting inside the building.

Title: Re: Last map you played
Post by: methy on September 16, 2014, 03:35:53 PM
This site just taught me that Mohave was made by Robert Travis too... I had no idea, and again, I loved that map in DM. It plays great.
Once again shows how much I love RT's work.
Title: Re: Last map you played
Post by: Forge on September 16, 2014, 04:52:10 PM
some of the maps falling under the Sunstorm author listing are Robert's too.

The Maze
On High
6 Spires
Title: Re: Last map you played
Post by: methy on September 27, 2014, 02:29:59 PM
I've configured the DOS(box) version of the game that comes with Megaton and I've replayed every Roch maps, Daikarin, ADG Episode, and every Metropolitan Mayhem maps in it. It felt really good to play the game in DOS again, the only issue is that midis sound like SHIT in DOSbox (not sure if I can improve that...)

Roch maps are still fucking amazing, and I stand on my opinion that 4 and 6 are the bests. 5 is probably the worst, it's all over the place both in visuals and gameplay.
There is something that really bothered and that applies to many Roch maps though, it's how cramped some areas are.
In some maps, I'm pretty sure Rouaud made Recon pigjets appear only after a while in the map (I don't think you can make them respawn so it must be by another way somehow), which I found pretty interesting. That, or I just missed them until half the map...

I've already said it and I'm going to say it again, Daikarin is fantastic and one of the most criminally underrated DN3D episode.
ADG is great overall but flawed nonetheless. Some rooms have dull lighting, gameplay is way too shotgun oriented, and health-ratio is not only very tight but also very lazy (in some maps it's pretty much "Here have this medipack/atomic health, and make good use of it 'cause you're not getting anything else until the 2nd half of the map".

I wrote small 'reviews' of both Daikarin and ADG on their moddb pages:
http://www.moddb.com/mods/daikarin/reviews
http://www.moddb.com/mods/adg-episode/reviews

Replaying Metropolitain Mayhem in DOS was more of an experiment, I wanted to make sure they could play in DOS 'cause I don't think we ever tried that. Every map (except from Yellow Hellride which doesn't play at all because it goes over the old limit) plays almost flawlessly, the only issue I've found is that some mirrors can be a bit glitchy depending on the angle.
I think it would be a good idea to make a DOS compatible version of the episode, after all it's supposed to be classic and it would also mean Megaton compatibility, we could split the episode into 2 parts (every map plays perfectly in pistol start anyway losing all the gear shouldn't be a problem), and perhaps even replace Yellow Hellride (since it doesn't work...) by a new boss map? (the one I was supposed to make for instance...) This would be a good excuse to do some very minor fixes as well. The only problem would be figuring out when exactly we'd cut the episode in 2.
Title: Re: Last map you played
Post by: methy on September 29, 2014, 10:10:16 PM
I'm on a one week 'holiday' before another 3 months work contract, so I've kept (re)playing some good old DN3D in DOSbox.

I've played Age Of Evil for the first time which is pretty decent, wrote a small 'review' on its moddb page :
http://www.moddb.com/mods/age-of-evil/reviews

Also replayed The Final Confrontation which is really good. The mapper is great at making levels with a huge scale and well thought layout and progression. Sadly, he's not good at small details so on the contrary some indoors locations look undetailed and bland, though it's always at least decent.
http://www.moddb.com/mods/the-final-confrontation/reviews

I've also replayed Fernando's New York Rebellion which I enjoyed a lot. The sewer level and Lava Reef were the best, very memorable. However I didn't enjoy that one city in the middle of the episode, where it's fully non-linear and you have to find 4 switches, each in a different building. The problem with the map is that while it's supposed to be non-linear, if you go to the cinema first for instance, there is no way you'll have enough ammo which is very frustrating. If you make an unlinear map, always make sure weapons and items can be found on every path...

Also, A1L1, a small but good oldie that took me 7mins :
http://taw.duke4.net/2006/02/duke3d/a1l1/
A small flooded city. Kind of a mix between Flood Zone, Dukeburger and Freeway. Really good overall though it lacks shading a little bit. Good use of the 'collapsed building' texture from Freeway which is one of the most underused texture of the game.
I recommend it to be uploaded on this site.

Edit :
Oh, I also replayed Maarten Pixten's Crucial Conflict, which is hot stuff with cool Build and DN3D effects. Small review here :
http://www.moddb.com/mods/maartens-crucial-conflict/reviews

When you come to think of it, that's a lot of good quality episodes we never hear about.

With all of this I still haven't reached DN3D overdose. Next step: Fernando's Orbital Oblivion.
Title: Re: Last map you played
Post by: methy on September 30, 2014, 04:29:59 PM
Next step: Fernando's Orbital Oblivion.

Finished it. Pheeeewwwww.... That episode is at the same time Fernando's best and worst work. Most levels are really really good. I love how they take concepts from the original game's episode 2 and expand upon them. There are quite a few levels I had never played before (including the 2 secret ones) and it was really worth it. Overall it very much feels classic, while going a little further. There is some level design GEMS in that episode.

Sadly the episode is also ruined by some shitty design decisions. There are maps in which it's way too hard to figure out what to do next or where to go. Doors that don't look like doors, small hidden switches, small hidden cracks, switches that open something on the other side of the map with no screen telling you what it opens, etc Everything you can think of that can ruin a player's progression, it has it. The map Lunar Crossroads was the worst in this case as not only it was very huge, but it also had the most of those in a single map (it took me almost 1 hour to complete it).

Also, I played each map from pistol start and everything worked great; but again gameplay-wise there is also some shitty design choices, such as in your face respawns or in your face explosions. it even has some instances of "trial & error explosions", an explosion occurs and you have to guess where to stand not to get hit...

Overall I have to say that the good stuff overshadows the bad stuff. Like I said there is some level design gem here and there in the episode, I think Fernando's very underrated and really good at making classic style stuff. It was also very refreshing to play a quality episode based on ep2 since that's really rare, and I personally love Lunar Apocalypse. It's just a shame that those bad design choices come ruining the experience way too often...
Title: Re: Last map you played
Post by: Forge on September 30, 2014, 05:09:47 PM
You want a small episode that defines difficult; try Devastator's Total Infiltration (which i'm in the middle of atm)

He's great for making some incredible environments with his texture combos and spritework, but his puzzle design is almost beyond completely annoying. Half of them can be screwed up and lock the map from further progress, quite a few of them are those find the half-dozen buttons scattered around, almost all of them require the player to re-explore and backtrack the entire map until what ever was opened is found. Throw in the constant hazardous environmental factors (with maybe one set of boots or a scuba tank provided -when three of each are needed), really having to manage the fuel supply for the only jetpack given, and all the insta-kill booby traps.

There's a reason i can only tolerate one of his maps at a time.
Title: Re: Last map you played
Post by: methy on September 30, 2014, 05:16:05 PM
Heh, I remember enjoying it over a decade ago. I'll put it on my (re)play list. I'm about to start Battle It Out In Birmingham which by the looks of the screenshots seem at least decent.
Title: Re: Last map you played
Post by: Forge on September 30, 2014, 05:24:48 PM
if you use eduke you might have to extract the grp file and edit the newuser.con file (or just wait until the review gets uploaded - i'm including a modified version of the con with it)

eduke32 isn't very friendly with the way Devastator used back/forward slashes when he renamed the other episodes. The game would lock up on launch so I renamed them back to their original titles. that's the only thing i changed.
Title: Re: Last map you played
Post by: methy on September 30, 2014, 05:40:18 PM
I've been using DOS Duke whenever I can (for some reasons Orbital Oblivion wouldn't work though, I could have tried to figure out why but I didn't bother and used eduke32).

Btw nvm what I just said about battle it out in birmingham. It sucks, not worth anyone's time.
Title: Re: Last map you played
Post by: Forge on October 01, 2014, 02:32:59 AM
Btw nvm what I just said about battle it out in birmingham. It sucks, not worth anyone's time.
yes. i have the displeasure of already knowing:
http://www.scent-88.com/reviews/B/brum/brum.php
(and i probably over-rated it)

not the greatest looking, but this one's a bit better:
http://www.scent-88.com/reviews/0-9/25/25.php

i was going to check out canadian carnage (again) eventually  and see if it's worth hosting

since eddy let his TC site die you can get it here if you're intersted
http://www.nitro404.com/mods/duke_nukem_3d.php?view=full&filter=fav&group=none&sort=rating

Title: Re: Last map you played
Post by: methy on October 01, 2014, 12:34:43 PM
yes. i have the displeasure of already knowing:
http://www.scent-88.com/reviews/B/brum/brum.php
(and i probably over-rated it)

You have. Here is how much I rated it with a small 'review' :
http://www.moddb.com/mods/battle-it-out-in-birmingham/reviews
Title: Re: Last map you played
Post by: Forge on October 01, 2014, 02:54:27 PM
i did manage to finish battle it out in birmingham without cheating. i wasn't easy and i died alot.

those maps did have flashes of nice layouts and architecture, but the skewed alien to supply ratio and the ability to run right to the nuke button in the first four maps just killed the game play. -that's where i over rated it by about 10 points.


edit: and as a follow-up; of course Total Infiltration's last map was full of brutal and difficult fights
Title: Re: Last map you played
Post by: anvil on October 09, 2014, 11:04:15 PM
The Return by Juan Daniel Alcobre:
http://www.arcades3d.net/mapas/duke3d/return.rar (http://www.arcades3d.net/mapas/duke3d/return.rar)

Very good gameplay and design, 9/10 for me.
Title: Re: Last map you played
Post by: Forge on October 10, 2014, 12:34:43 AM
i'll add it to my todo list
Title: Re: Last map you played
Post by: Puritan on October 24, 2014, 07:01:23 PM
Re-played "Another big base attacked" by Maarten v. Oostrum yesterday for site related reasons.
Man, what a wonderful piece of work Maarten squeezed out in that one!
Too bad he isn't mapping anymore. He is so skilled  ;)

ABBA (http://www.scent-88.com/reviews/A/abba/abba.php)
Title: Re: Last map you played
Post by: Maarten on October 25, 2014, 12:21:00 PM
Re-played "Another big base attacked" by Maarten v. Oostrum yesterday for site related reasons.
Man, what a wonderful piece of work Maarten squeezed out in that one!
Too bad he isn't mapping anymore. He is so skilled  ;)

ABBA (http://www.scent-88.com/reviews/A/abba/abba.php)

Hahaha big thanks man!
Almost no time for it anymore, but I'm actually mapping a bit. My new map is almost done & planning to release it .. so... :P

...WID ;)
Title: Re: Last map you played
Post by: Micky C on October 25, 2014, 02:47:19 PM
Is that the alien beach one?

And nobody "doesn't map anymore". They either don't have time for it, or have a temporary priority readjustment  ;)
Title: Re: Last map you played
Post by: Merlijn on October 25, 2014, 03:55:23 PM
Haha, that's actually true! Every once in a while, I fire up build again.  8)

And yes, Maarten is still working on that alien beach level. I saw a preview and I think you guys will like it. It's not as ambitious as ABBA, but it's nice revisit to planet X64. Comparable to the last 2 levels of the Imperium episode.
Title: Re: Last map you played
Post by: Forge on October 25, 2014, 04:52:14 PM
both Oostrums here at the same time?

Did you guys just get back off tour or something?

Kinda suspicious.

edit: btw, what's up with this map i have titled Tunnels?
Title: Re: Last map you played
Post by: Merlijn on October 25, 2014, 05:49:52 PM
What, you have Tunnels? Could you send it to me, I've lost that file a long time ago.
Title: Re: Last map you played
Post by: Sanek on October 25, 2014, 06:29:39 PM
What, you have Tunnels? Could you send it to me, I've lost that file a long time ago.
We once have a theard on DNR about our "underground" maps, the maps that was never released on forums or anywhere else. You post your map there.
Title: Re: Last map you played
Post by: Forge on October 25, 2014, 08:19:05 PM
it'll get reviewed eventually, but for your convenience:

Title: Re: Last map you played
Post by: Merlijn on October 25, 2014, 08:40:05 PM
Thanks! I can't imagine anyone wanting to play this except out of curiosity, it's the very first map I made and most of it is really crappy. But go ahead and review it. :P
Title: Re: Last map you played
Post by: Forge on October 25, 2014, 10:29:23 PM
Duke 3:16 got reviewed, so i'm feeling vindictive. If I have an early map from someone well known in the community, it's getting reviewed.

Wait until you see Gambini's early stuff.
Title: Re: Last map you played
Post by: Maarten on October 26, 2014, 12:14:31 PM
What, you have Tunnels? Could you send it to me, I've lost that file a long time ago.
We once have a theard on DNR about our "underground" maps, the maps that was never released on forums or anywhere else. You post your map there.

I remember we had a whole zip file with underground maps. I lost them all... if anyone has this zip, I'm interested in seeing old stuff from me again :D Just for memories... I recall the map "Hoteltje.map"  got into that zip too...
Title: Re: Last map you played
Post by: Merlijn on October 26, 2014, 01:44:15 PM
Duke 3:16 got reviewed, so i'm feeling vindictive. If I have an early map from someone well known in the community, it's getting reviewed.

Wait until you see Gambini's early stuff.

Your first map is a lot better then 'tunnels'. Just replayed it and it's really inconsistent, some parts look decent while others are absolutely terrible (especially some of the indoor stuff, omg). The sewage system and the alien base at the end are the best sections of the map, they still look noobish and oversized but at least the layout is kinda cool.

Anyway, thanks for the upload, it's still cool to see my oldest map back.
Title: Re: Last map you played
Post by: quakis on October 27, 2014, 01:41:43 AM
^ Now to remake it. Or make a new map. *nudge nudge* ;)
Title: Re: Last map you played
Post by: Maarten on October 27, 2014, 02:35:34 PM
^ Now to remake it. Or make a new map. *nudge nudge* ;)

There is already a updated version of Red 2 coming, and a map from me. 2 Oostrum maps after a few years silence. Should make u hungry peeps happy already, no? :P
Title: Re: Last map you played
Post by: quakis on October 27, 2014, 03:34:48 PM
If both Oostrum's are releasing maps, that pleases me greatly. :P
Title: Re: Last map you played
Post by: Merlijn on October 27, 2014, 10:34:40 PM
Ah damn, Maarten spilled the beans, it was supposed to be surprise release..  :P
But yeah, the new version of red2 is nearly done.
Title: Re: Last map you played
Post by: Micky C on November 04, 2014, 12:33:17 PM
I'm still waiting for this map:

Anyway, I kinda want to make a map for my own character now.  :P A part of Amsterdam taken over by demons or something..
I think I'll go ahead and make a map for my own character, even though it won't be as ambitious or conceptually grand as these official levels.. I don't think I have the time for that  :-\).
Well shit, I can't go back now.  8) Concider it a deal; I'll try to start a map about a demon infestation in Amsterdam. Can't promise I will finish it though. ;D
I can't promise anything, but I was playing around with the idea of doing a city map where the aliens have frozen the surroundings (Mr Freeze style) and the player has to destroy the huge freeze gun to 'defrost' the city. ;D Originally for vanilla Duke, but it might also work as a TC level.

If you'd like that type of map in your TC, just tell me.  :)
Not to mention Merlijn's character apparently saved the Netherlands from a rogue necromancer. Perhaps it could be the necromancer who is back for revenge by freezing a city?
Yeah, it would be cool if it's a map intended to be played with my character. I thought of trying to replicate some locations from Amsterdam, so it would be an adventure in the Netherlands.  :D

And be careful, misspelling my name 3 times in a row summons an evil demon.

;)

You then posted a picture of some cool traditional looking building you wanted to replicate but I can't find it. It might have been at the AMC private forum. The necromancer froze time in the city, so that lots of scenes where you'd expect to be motion are dead still, with floating stuff everywhere for example. You'd probably be able to restore time locally which could create some cool scenarios.
Title: Re: Last map you played
Post by: quakis on November 04, 2014, 03:03:12 PM
Since I've begun updating my site again, uploaded my review for Insurance Overload; http://taw.duke4.net/2014/11/duke3d/insurance-overload/
Title: Re: Last map you played
Post by: Forge on November 04, 2014, 04:12:03 PM
Nice review.
wish i had the patience to do articulate summaries like that.
Title: Re: Last map you played
Post by: Merlijn on November 04, 2014, 08:25:17 PM
I'm still waiting for this map:

Anyway, I kinda want to make a map for my own character now.  :P A part of Amsterdam taken over by demons or something..
I think I'll go ahead and make a map for my own character, even though it won't be as ambitious or conceptually grand as these official levels.. I don't think I have the time for that  :-\).
Well shit, I can't go back now.  8) Concider it a deal; I'll try to start a map about a demon infestation in Amsterdam. Can't promise I will finish it though. ;D
I can't promise anything, but I was playing around with the idea of doing a city map where the aliens have frozen the surroundings (Mr Freeze style) and the player has to destroy the huge freeze gun to 'defrost' the city. ;D Originally for vanilla Duke, but it might also work as a TC level.

If you'd like that type of map in your TC, just tell me.  :)
Not to mention Merlijn's character apparently saved the Netherlands from a rogue necromancer. Perhaps it could be the necromancer who is back for revenge by freezing a city?
Yeah, it would be cool if it's a map intended to be played with my character. I thought of trying to replicate some locations from Amsterdam, so it would be an adventure in the Netherlands.  :D

And be careful, misspelling my name 3 times in a row summons an evil demon.

;)

You then posted a picture of some cool traditional looking building you wanted to replicate but I can't find it. It might have been at the AMC private forum. The necromancer froze time in the city, so that lots of scenes where you'd expect to be motion are dead still, with floating stuff everywhere for example. You'd probably be able to restore time locally which could create some cool scenarios.

Yeah I'm sorry that one never took off. :( The idea is great, but I probably can't find the time for that.. It's not only a matter of building an entire level based on Amsterdam, but I'm also not familiar with the custom effects and textures.
Title: Re: Last map you played
Post by: Micky C on November 05, 2014, 12:11:43 AM
Well, if you ever change your mind, just keep in mind that;
James actually rigged up a system within mapster so that the effects explain how to use themselves as you set them up.
And that although the tile set for the TC is quite large, most of it is actually game-related effects and things and not textures. The number of actual textures is relatively small, and they're usually found in isolated blocks. Once you know where these blocks are (which is a lot easier when you already have textures from those blocks in your map so you can go straight to them), then it's a lot less daunting and much more manageable.
Title: Re: Last map you played
Post by: quakis on November 06, 2014, 05:09:06 PM
One reason I love this site for is discovering older maps I otherwise would have missed. On that note here's a review for Post Logic, played via DOSbox: http://taw.duke4.net/2014/11/duke3d/post-logic/
Title: Re: Last map you played
Post by: Forge on November 06, 2014, 06:27:28 PM
Duke gets to some crack in the wall of a rocky side, he notices a small gap, and falls down after climbing through it. Duke gets up and sees another, low on the ground, and goes through it.
Duke emerges from a tight gap in some rocks and gets into some sort of cave. Duke wonders to himself, "Have I really gotten away from them?"


you have quite a few DM maps that seem to have gone unnoticed on other review sites as well
Title: Re: Last map you played
Post by: quakis on November 08, 2014, 10:47:47 PM
That sounds terribly familiar but I can't quite put my finger on where?
Title: Re: Last map you played
Post by: Forge on November 09, 2014, 04:36:00 AM
from the template of the original Enlighten The Darkness

still have that and:

Ground Rester Deathmatch
GresterDM3
The Origin 1
Falling high
Neoplant
Shortcut demo

which aren't hosted here (yet). If you have more, i'll take them.

Title: Re: Last map you played
Post by: quakis on November 09, 2014, 05:27:53 AM
Eek! Yes now I remember. That there is some pretty bad writing considering the time frame EtD was released, wow.

Personally regarding a lot of those listed maps I'd ditch bothering with anything from that incredibly mediocre throwaway "old map pack" I released eons ego; "Falling High" "Neoplant" and "Shortcut Demo", it leaves a nasty taste in my mouth just thinking those are going to "add up" on my release list. They're not of any value honestly. Already feels iffy having "GresterDM2" here. This isn't regarding concern of embarrassment on my part for those releases, they're simply nowhere near any form of a quality standard at all. If anything I'd prefer sticking to the official releases. "The Origin" is fine for example, at least it's a playable map albeit a rather poor one.
Title: Re: Last map you played
Post by: Forge on November 09, 2014, 05:44:42 AM
you don't appreciate the historical significance they represent in the development of your mapping skills?
Title: Re: Last map you played
Post by: quakis on November 09, 2014, 01:16:29 PM
Anything from that pack? No. The only 'significance they represent' is lazy, effortless work I threw into a zip file. Half of them are just boxes with DM starts thrown in. Historical significance regarding (my) mapping development only has value if said work had any legitimate value to begin with. What does that pack have? Piss poor excuses for DM maps and an unfinished SP map. I'd consider it the equivalent to shitting in a bag and sending it to an art exhibit. Let's compare that for example to my release Q-Red, which I dislike for being weak overall, but at least it's a playable level and holds a certain nostalgic charm looking back on it. Same for any of the "Nuked" maps. Heck, I even spent more time with GresterDM1 than its 'sequels'.

If you're desperate to have them uploaded, if anything treat the entire pack as a single release and be clear of its release date (src: MSDN). They should be considered as mere curiosity and not as individual releases.

If you really want something else from me, give my Wolf3D mini-sode (http://taw.duke4.net/2013/04/news/release-zerbrechliche-klauen-for-wolf3d/) a look! Just pretend you're playing Duke3d or something... (*cough* I only got feedback from two people!)
Title: Re: Last map you played
Post by: MSandt on November 09, 2014, 02:19:06 PM
I think all my old maps are great. LV-426 is still better than Colonial Marines.
Title: Re: Last map you played
Post by: Forge on November 09, 2014, 04:03:32 PM
If you're desperate to have them uploaded, if anything treat the entire pack as a single release and be clear of its release date (src: MSDN). They should be considered as mere curiosity and not as individual releases.
I'll respect your concerns and address them to the administration about pulling GresterDM2 off the server and including in it a pak.

no offense, but historically speaking unfinished and abandoned was your m.o.


I think all my old maps are great. LV-426 is still better than Colonial Marines.
i'm sure i'll thoroughly enjoy the levels from your old map paks and the couple others i haven't got to as well

RR (Redneck Rampage)
Unreal2
Moonbase
QContMS
A Winterland Memory
Title: Re: Last map you played
Post by: quakis on November 09, 2014, 05:20:15 PM
no offense, but historically speaking unfinished and abandoned was your m.o.

None taken. It's not exactly a badge of honour that I wear proudly either; The many whims of an attention seeking teenager. Less lingering on past mistakes I say and more focus on the present and future.
Title: Re: Last map you played
Post by: Forge on November 10, 2014, 10:17:00 PM
After discussing the issues with the boss, I regret that GresterDM2 will have to stay where it's at (it's not a simple matter of just deleting it, there are scripts and whatnot). I will however put the rest (other than Origin 1) in a pak and list it as a curiosity item for those interested in such things.
Title: Re: Last map you played
Post by: quakis on November 20, 2014, 08:34:56 PM
It's honestly difficult to review something you don't have an awful lot to say with only a few key points. Sure beats saying nothing at all though... Here's ForeverDoom: http://taw.duke4.net/2014/11/duke3d/foreverdoom/
Title: Re: Last map you played
Post by: MSandt on November 20, 2014, 08:40:50 PM
Bad maps are easier to review than good maps.
Title: Re: Last map you played
Post by: Micky C on November 22, 2014, 02:07:28 AM
Holy crap! When did Action Time on 7 get reviewed? Man is that embarrassing. Forge pretty much hit the nail on the head with a lot of stuff. The Dukeplus features were kinda forced in, and I never wanted those vent sprites to be destructible. If I knew then what I did now I would have made the vent with SOS. 84 seems pretty high though, especially since my second map here got 85.

I also see Open Air (my first and only Dukematch map) was reviewed. I wonder if Duke64nukem was aware that the map was more or less a straight conversion from a map I did for the 1.5 hour CBP. Something he didn't mention was that all the goodies you can get from the shrunken section become pretty unreachable if you break the mirror with explosives. Also I guess he didn't see what happened when you press all 3 hidden buttons from the top of the central mountain ;)
Title: Re: Last map you played
Post by: Captain Massive on November 27, 2014, 04:45:28 PM
OK I tried It lives, I was not happy with it, the buttons are too small, and I got stuck by some joke tranny. (you cannot unsee that)

are you guys messing with me?.... because that was a horrible experience.


The freaking locals allways mess with you.... I know this.


I like a good joke and often mess with my buds but ..that was rude.

Please give me a real map I can play.
Title: Re: Last map you played
Post by: Forge on November 27, 2014, 05:32:22 PM
i forgot about the tranny - that was an inside joke that was put into the map.
i thought you might like the environment and unique implementation of some of the sector effects. not for you then.

try Red 5 by Merlijn, or Mil Town Rampage, by David B.

it'll be easier to make recommendations when your preference is known


Title: Re: Last map you played
Post by: Captain Massive on November 27, 2014, 05:39:38 PM
My favorate map "hands down" is Dogville, but I'm still trying them all.

I like yours as well but the framrate  :-X
Title: Re: Last map you played
Post by: Forge on November 27, 2014, 05:49:25 PM
Like my what? If you're talking about one of my maps you shouldn't use polymer (especially in Duke 12:12)

Also try Clear the Coast, RedRock, WGCity, and NightShade Army
Title: Re: Last map you played
Post by: Captain Massive on November 27, 2014, 05:53:53 PM
12:12 was it.

 I really liked the dishwashing trays (can I steal that) and the ketchup bottles. just for starters... and the rig in garage.
Title: Re: Last map you played
Post by: Forge on November 27, 2014, 05:59:42 PM
'steal' what you want, all i ask is for a little credit in the template
Title: Re: Last map you played
Post by: Captain Massive on November 27, 2014, 06:10:01 PM
Just yanking your chain. but I did like your sprite work.
Title: Re: Last map you played
Post by: Forge on November 27, 2014, 06:44:39 PM
thanks.
i'm not overly sensitive about things being 'borrowed' if i'm asked first

i split away this part because we're getting off-topic about your map
Title: Re: Last map you played
Post by: methy on November 27, 2014, 09:12:31 PM
My favorate map "hands down" is Dogville, but I'm still trying them all.

I like yours as well but the framrate  :-X

Have you played the Roch series? Roch1 can look weak nowadays, but it starts great with Roch 2 onwards.
If you like Dogville you can try other maps by Taivo and also anything recent by MRCK (Filler, Happy Hangover, Bottles to the Ground, Anorak City, AMC Pleaser, and Anarchy City 2 and 3 which are older but still hold up; you can check out his others maps which are a bit less traditional like Rural Nightmare, Wide Awake, Anarchy City X)
Also check both Taivo's and MRCK's maps in The Spiegul Contest, and Roch Island as well (by these 2 and Merljin)

Also you need to play Duke Hard and Metropolitan Mayhem episodes
http://www.moddb.com/mods/duke-hard
http://www.moddb.com/mods/metropolitan-mayhem
Title: Re: Last map you played
Post by: quakis on November 27, 2014, 10:14:10 PM
Don't overwhelm the guy! :P

I recommend without any bias whatsoever, "Done and Dusted". Honest.
Title: Re: Last map you played
Post by: quakis on December 01, 2014, 07:55:17 PM
Finally done writing this... Took longer than I wanted (as usual) in between laziness and doing other things. Feel free to notify me of any mistakes. I'll probably repost this link in the relevant thread(s) later.

Duke Hard Review: http://taw.duke4.net/2014/12/duke3d/duke-hard/
Title: Re: Last map you played
Post by: Forge on December 02, 2014, 12:39:53 AM
nice.

again; i wish i had the patience to put something like that together.
your reviews are like hand-crafted items, where mine are mass produced assembly line trinkets.
Title: Re: Last map you played
Post by: Micky C on December 02, 2014, 12:22:53 PM
Completely agree on the last regular level. I remember mentioning to MetHy about reducing the number of turrets and things, at least on the lower difficulty levels, but IIRC he wanted to respect the author's implementation. Bit of a shame, since pretty much everyone I've talked to hates the excessive number of turrets. Never did find that button either despite being an author of the episode. To this day I haven't beaten the level without cheating. Otherwise it's a good-looking level. IMO there's nothing wrong with making it not too hard on the lower difficulties while still keeping in all the turrets on a higher setting for those who want the challenge.

I liked the review though, very fleshed-out, and I'm glad you liked my map. Me and James were the first two to get our maps out and we both spent very little time on it compared to other authors. IIRC mine was done within a 24 hour period. This was back when we thought the point of the episode was (and still is) to get out a quick bit of content due to the community dry spill, before everyone started spending ages making detailed and highly polished maps.
Title: Re: Last map you played
Post by: methy on December 02, 2014, 03:44:01 PM
The version of Power Out you all played is the dubbed down version. The number of turrets did get reduced before the last betatesting phase, as were other things including puzzles which used to be more numerous and harder. In the end had I asked M. Sinister to dub it down again it wouldn't be his map anymore, not to mention that he was kind enough to let me put the secret nukebutton (and its puzzle) in his map as well.
Title: Re: Last map you played
Post by: Forge on December 02, 2014, 05:42:46 PM
Power Out was my least favorite map in the episode as far as game play goes.
way too many turrets - tedious
pigcop tanks in narrow hallways and small rooms - annoying
hidden button up high and behind some decorative work - progress kill
Title: Re: Last map you played
Post by: Merlijn on December 28, 2014, 01:41:04 PM
I saw the map 'Delusional' on the front page and decided to give it a go. Fun map, it's not that well designed but it's interesting. Every room does something else to mess with your mind, they're either upside down, oversized or just strange. The upside down/sideways locations are pulled off pretty well, so it never gets dull. Recommended if you have some time to kill. :)
Title: Re: Last map you played
Post by: Duke64Nukem on January 11, 2015, 10:57:45 PM
Here's ForeverDoom: http://taw.duke4.net/2014/11/duke3d/foreverdoom/
Hey never saw that thanks alot glad you got to play it
Title: Re: Last map you played
Post by: Fernando on February 25, 2015, 08:04:44 PM
Next step: Fernando's Orbital Oblivion.

Finished it. Pheeeewwwww.... That episode is at the same time Fernando's best and worst work. Most levels are really really good. I love how they take concepts from the original game's episode 2 and expand upon them. There are quite a few levels I had never played before (including the 2 secret ones) and it was really worth it. Overall it very much feels classic, while going a little further. There is some level design GEMS in that episode.

Sadly the episode is also ruined by some shitty design decisions. There are maps in which it's way too hard to figure out what to do next or where to go. Doors that don't look like doors, small hidden switches, small hidden cracks, switches that open something on the other side of the map with no screen telling you what it opens, etc Everything you can think of that can ruin a player's progression, it has it. The map Lunar Crossroads was the worst in this case as not only it was very huge, but it also had the most of those in a single map (it took me almost 1 hour to complete it).

Also, I played each map from pistol start and everything worked great; but again gameplay-wise there is also some shitty design choices, such as in your face respawns or in your face explosions. it even has some instances of "trial & error explosions", an explosion occurs and you have to guess where to stand not to get hit...

Overall I have to say that the good stuff overshadows the bad stuff. Like I said there is some level design gem here and there in the episode, I think Fernando's very underrated and really good at making classic style stuff. It was also very refreshing to play a quality episode based on ep2 since that's really rare, and I personally love Lunar Apocalypse. It's just a shame that those bad design choices come ruining the experience way too often...

It's been quite a while since I've lurked in any Duke forums, but a pleasant surprise to read this review you've written about my FM2X. I'll give my points about this.

Thank you for taking your time to play FM2X. It is quite a welcome and gratifying feeling to see people still have a love (or at least play) my levels regularly. It was never my intention to become the best builder ever - just to provide a few levels which can be of good taste to everyone around here.

Shitty designs you say? I agree wholeheartedly. Sadly, I can't just change the maps right now and make significant modifications. That would be like redoing the whole mod just to fix several design errors and mistakes - not worth the while to do so.
As for Lunar Crossroads, it is indeed too bloated and extremely big. In fact, I did have severe runtime issues in DOS 1.3D with this particular map, that I took a whole month into making it less memory-hungry. It is not that the map was fauly, it was really too big to fit into memory for the buggy-prone 1.3D version.

But, still, there are many more errors and mistakes which were already fixed and clues have been added in places where you can get lost easily, just like you said. Those fixes and additions will be included on FM3X. I have a prognosis (if everything goes well) of its release on May 25, 2015.

About the respawns, that modality was used extensively in E3 of the original game, so I went with it for FM2X and FM3X as well, but in a lesser and more fair scale than FM2X. It was my intent to make the game quite balanced in terms of weapons to enemy ratio. Fair but not easy.

And about my underrated status, it is perhaps I'm not signed into Duke4, which exponentially decreases my notoriety as a member of this community. Overall, I don't care if anybody thinks I'm underrated/overrated or whatever. I do appreciate there are people who play and like a lot my levels. And to those who don't like them, it's their choice. I don't judge them.

If you don't like them because of lack of originality or a few design problems, it's understandable. But one thing I want to let you know all: I am not designing and making these maps to innovate and become the supreme mapper of the Duke community.

Thank you once again for this review of my levels, as I've clearly been aware of what not to do for the FM3X levels and not to fall into the same mistakes again. Be on the lookout for the FM3X final release on May. I will post a preview version of FM3X in a few days...
Title: Re: Last map you played
Post by: Puritan on March 20, 2015, 09:51:58 PM
I recommend "Redrock" by Markus Schopf listed on the front pages section: "On this day" as of March 20.
Or you can easily search for it.

This mapper was really skilled  :)
Title: Re: Last map you played
Post by: Micky C on April 05, 2015, 05:39:12 AM
Finally played Red 3 (using the AMC TC), and I see what people are talking about with the atmosphere and scripted events. Tense stuff, although I was playing in the middle of the day so some of the tension might have been lost as opposed to playing at night. Had pretty good flow, better than the Red 2 update flow-wise IMO. I'm talking navigation, progression, vertical movement, switching between indoor and outdoor environments, and pacing of enemies. Took me about 20 minutes. Detailing and shading were pretty good. Nothing groundbreaking but I imagine the detailing was pretty good for the time and still holds up well today (the important thing is that it's consistent). Shading is still very good. Atmosphere is obviously pretty good.

There are some drawbacks though. For example I was quite annoyed at the widespread use of blatant invisible walls, especially when there's no indication that the player shouldn't go somewhere which was a few times. Kind of lazy IMO. That's pretty much the only downside I can think of for the map.

Are there any more maps like this? It'd be nice if there were, but I imagine the problem is if you try and do something in the same vein it'd start to lose its novelty factor. It'd be pretty challenging to do something along the same lines while still keeping it fresh IMO. Actually Zeta Base (optional mission in the AMC TC) isn't too far off in atmosphere, although it's much more action oriented and doesn't really have much in the way of scary scripted events.
Title: Re: Last map you played
Post by: Merlijn on April 06, 2015, 04:25:19 PM
Cool, thanks for playing! About the invisible walls: I was still learning at that time. I wanted to have wide, open views into the distance without placing fences everywhere, but still the player had to be blocked at some point. We still had the old sector limit to worry about, so the playable area couldn't be too big.

I would probably have found a better solution if I made the map today (for instance, the unreachable scenery in the red1 remake has more natural looking borders).

If these invisible walls bothered you though, you'll absolutely hate them in Roch Island.  ;)

As for similar maps, you could try the Dark place series. Especially Dark Place 4 "borrows" some elements from Red 3.
Title: Re: Last map you played
Post by: Micky C on April 07, 2015, 11:57:36 AM
Played Red 4 not too long ago. Overall I liked Red 3 better, especially when it comes to the flow. The details in this one were very nice, particularly in the middle bit, and the concept of being on a moving boat is still relatively novel as far as Duke maps go. It definitely had some nice ideas as well. I kept reading about heading towards a waterfall, and I was like "pfff, this is the build engine, no way this thing is falling down a waterfall". But blow me down shit hit the fan and next thing I knew I was progressing through an upside down boat that had fallen down a waterfall  ;D

Unfortunately the flow wasn't as good as the previous map. Combat didn't feel quite as good for some reason, probably due to the fact that it was mostly in hallways and stuff? Not sure. Also got stuck a lot more, with it being a lot less obvious where to go. There was this really convoluted puzzle in the middle with having to push all these button to open a door which didn't make much sense and seemed to be all about padding out the play time which felt like a bad move. Otherwise pretty good of course, the details in 90% of the areas look great even by today's standards.

Also started Red 5, it has some nice details like Red 4, but unfortunately the not knowing where to go problem was carried over as well. I'm up to this point with the mother of all switch puzzles and have no idea what to do. Red 5 doesn't quite have the tension of Red 3, but doesn't have the great location premise of Red 4 which is unfortunate, not really your fault though.
IMO Red 3 and the Red 1 remake had the best flow of the series; not being super obvious where to go but at the same time not letting the player get stuck/lost/confused/feeling like they explored everywhere without making progress.
Title: Re: Last map you played
Post by: James on April 07, 2015, 05:57:24 PM
There's a code for that switch - there should be a crack on a wall in front of a locked door (with blood on it) which you can blow up and find a vent. This'll eventually lead to a security office which has the code down on a computer screen.
Title: Re: Last map you played
Post by: Merlijn on April 07, 2015, 08:40:54 PM
Yeah, you're not supposed to 'solve' that switch puzzle, you'll need to find the computer that gives the code away. :) I also hope the 2 custom sounds are present? They're important for the last part of the map.

Glad you liked Red 4 as well, I personally still like even though it's a bit too cramped. Maybe that's why the combat doesn't feel as good.

As for the 4-button puzzle: Forge said the same thing in his review, but in this case I disagree.  ;D I don't think it's radically different than hiding 4 keycards in seperate buildings to unlock 1 door in another building, it's mostly there to give you a reason to visit the entire deck before moving on. And there are viewscreens present to show you where to go.
Title: Re: Last map you played
Post by: James on April 08, 2015, 07:17:05 PM
Quote
I also hope the 2 custom sounds are present? They're important for the last part of the map.
Not only are they present, they even have cutscene subtitles now - if you get the time, check out ABBA and what I did with the scientist in the classic collection 8)
Title: Re: Last map you played
Post by: Merlijn on April 08, 2015, 11:26:52 PM
Cool! Uhh.. I hope you replaced the voice acting in ABBA? :P Just kidding.

I have a bit more time to play through the TC now (currently at the Wharf), so I'll definitely check it out.
Title: Re: Last map you played
Post by: James on April 09, 2015, 12:02:06 PM
I would never replace Maarten's fantastic voice :P I did add subtitles to it as well as a neat little trick where the character you've picked replies to him as well. It's only minor but it really adds to it I think :) keep us posted on what you think of the TC!
Title: Re: Last map you played
Post by: Merlijn on April 11, 2015, 07:37:08 PM
I just checked out both ABBA and Red 5: nice job!  8) Also played ABBA as my own character, just to hear my own stupid one liners hahaha.

Last time I've played the episode I was somewhere half way through The wharf, I'll post more thoughts when I've finished the level (the rain causes some lag, at least I assume it's the rain). I'll just say that I'm really enjoying it so far!
Title: Re: Last map you played
Post by: methy on June 14, 2015, 11:56:05 AM
I just played Block City. Some random unorganized thoughts :

It was good but with a bit of "extra" it could have been a lot more.

Some SoS visual glitches in that building requiring the yellow card.

Plenty of chaingun ammo but no chaingun? I had EXACTLY enough ammo for the entire map though, I had 0 of everything left when I killed the BLord.

Everything looked solid, well proportionned and textured.

But you know, it almost feels too serious. The map lacks a bit of "crazy sauce" to be really great, 2 or 3 secret places, have 2 of the places be interconnected, leave a little room of freedom for the player (let him choose between 2 ways to go in the same building for instance), give one more weapon, and it would have been a lot better. The map feels a little too "flat", streamlined, gameplay-wise.
Title: Re: Last map you played
Post by: MSandt on June 23, 2015, 12:31:37 PM
Yeah well it is a quickie. Maybe one day it evolves into something else..

Plenty of chaingun ammo but no chaingun? I had EXACTLY enough ammo for the entire map though, I had 0 of everything left when I killed the BLord.

Check the big wall with the OJ signs; both the freezer & chaingun are there.
Title: Re: Last map you played
Post by: ck3D on July 20, 2015, 02:02:08 PM
lots of cool maps today on the site in the 'on this day...' box. be it the map themselves or their respective authors, some of which seem to have released quite a few other, cool levels that never really caught the mainstream attention (and this is exactly where the 'other maps by the same author' box comes in handy)

 :)
Title: Re: Last map you played
Post by: Puritan on July 20, 2015, 04:41:02 PM
lots of cool maps today on the site in the 'on this day...' box. be it the map themselves or their respective authors, some of which seem to have released quite a few other, cool levels that never really caught the mainstream attention (and this is exactly where the 'other maps by the same author' box comes in handy)

 :)


Thanks mate.
We're trying to dig out enjoyable maps for your amusement.
I'm having lots of maps by known authors still to come  ;)
Title: Re: Last map you played
Post by: ck3D on July 24, 2015, 04:58:59 PM
nice to hear. yeah, this site is really efficient now as far as referencing user maps is concerned, especially now that the data base is huge, all the features, 'related' links and various types of listings work together in a really practical way, making it really convenient to find content !
Title: Re: Last map you played
Post by: Puritan on July 26, 2015, 11:06:26 AM
This is one of the best looking DM-map I've seen for a while.
Haven't played it in DM.....just wandered about in order to take some screenshots.
Some of you might be thinking of building a cave / terrain styled map...
Just look how he pulled it off way back in 1997!


Aztec_cn for DM (http://www.scent-88.com/reviews/A/aztcn/aztcn.php)


Title: Re: Last map you played
Post by: Puritan on June 07, 2016, 07:32:51 PM
Played the map "Shade" by Bliss today.
It's been sitting on my HD for ages but it was about time to share it.
For a map from way back in 1997 it's very well designed.
Too much ammo and health is scattered around but it is quite fun anyway.


http://www.scent-88.com/reviews/S/shade/shade.php (http://www.scent-88.com/reviews/S/shade/shade.php)
Title: Re: Last map you played
Post by: Sanek on June 10, 2016, 08:02:23 PM
Played the map "Shade" by Bliss today.
It's been sitting on my HD for ages but it was about time to share it.
For a map from way back in 1997 it's very well designed.
Too much ammo and health is scattered around but it is quite fun anyway.


Shade by Bliss (http://)

Played it after reading your post. I'm agree! Design of the map is very good for 1997, and there's a lot of elevators going up and down, which is rarely used nowaways.

I remember seeing the very end of this map as a part of CBP1 - now I know where it comes from. Thanks!
Title: Re: Last map you played
Post by: Puritan on October 21, 2017, 05:54:24 PM
Thought it was about time I played a couple of Merlijn's maps.
Started off with "Red 1" and then straight onto "Red1: Poisoned Lands".
Cool to see the difference in his building skills in maps released in 2001 and 2013.

Well worth a try  :)
Title: Re: Last map you played
Post by: Forge on October 25, 2017, 04:26:21 PM
I got a lot of that back when I actually played maps to do reviews. It was interesting playing people's early stuff, then their later releases relatively close together.
If you follow them over the years, it's like having a puppy grow up to a dog - you really don't notice the slow changes.
If you have a puppy for a couple weeks, then trade it in for a full grown dog, you can see the dramatic shift. Same with people's mapping styles.
Title: Re: Last map you played
Post by: Forge on January 07, 2018, 06:04:13 AM
The Asteroid
Aug. 7, '99
Ray Tracer

A four map mini-episode

rename any loose user.con.
edit the asteroid.bat file - change duke3d.exe to eduke32.exe

The first level is a mix between (asteroid) lunar surface canyons and narrow caves. There's not a lot to the map as far as detailing or variation. It's a linear path that alternates between above ground and under ground. There is some cliff climbing and the elevation changes with slopes, but that's about it. Combat is a bit repetitive, and dealing with sentry drones in narrow passages has its good and bad. It can't buzz around and get away from you so you don't waste a bunch of ammo trying to kill it, but then you can't get away from its explosion very well either. It's not all bad, there's a good firefight about three quarters of the way through, with a nice variety of enemies, and there's a fair amount of health and ammo to deal with all the baddies.

The second level is a deep underground mine with machinery, conveyors, and other accessories associated with such an operation. The level is primarily a series of narrow tunnels with multiple rooms of various sizes and shapes. The architecture and detailing is a bit sparse in several areas, but is decent enough to provide a good atmosphere. The flow is centered around a room with a large piece of mining machinery that acts as the hub of the level. The premise is to search one branch at a time to ferret out a key which will give the player a code to activate the machine. This will knock down a wall and allow Duke to escape back to the surface. Combat can't be too innovative in such confined settings, but there are a couple engagements in the larger rooms that spice it up a little. A few too many free-range atomic healths does take away from the challenge though.

The third map is an EDF styled station on the surface of the asteroid. It's not exceptionally well detailed, and the architecture is pretty blocky for the most part, but the author does make interesting use of textures and palettes. The station is made up of three primary sections; warehousing, scientific laboratories, and a computer mainframe. The main premise of the map is a key card hunt, but each section also has its own type of puzzle. The warehouse portion has jump puzzles, the laboratories have the player hunting down a switch, the interior of the computer has a self-destruct sequence that the player has to escape from. The escape sequence can be messed up and the player can become trapped though. Combat is pretty consistent throughout; even during the times when backtracking is required.

The fourth and final map is pretty much a linear path of EDF space-station styled hallways and a few random rooms with computer consoles. The entire theme of game play in this level consists of a series of collapsing ceilings and random explosions. The player has to seek out hidden or camouflaged passages, figure out button puzzles, and explore mazes; all while trying to avoid being crushed or blown up. It's pretty annoying. Save frequently. Even when the launch hangar at the end is reached, the final boss practically falls on the players head when it enters the room. Running fast in the right direction is the name of the game here. The only thing missing are the gold rings.

Overall I'd give it a 78 out of 100

original release loose files:
http://www.mediafire.com/file/z7cqayv9b0n2r3y/asteroid1.zip
or grp file version:
http://www.mediafire.com/file/eh02yru1artmv8d/Asteroid.zip
Title: Re: Last map you played
Post by: Puritan on January 07, 2018, 11:26:28 AM
Wow, great review.
I've uploaded it along with two additional screenies.

Thank you very much, Forge  :)
Title: Re: Last map you played
Post by: Forge on January 12, 2018, 01:33:32 AM
ADG 06
An urban themed map.

The premise is to navigate along a linear path that leads the player from a plaza through a building, out onto a connecting terrace and into another building. Repeat this about three times. Game play is a standard affair. Collect a few basic weapons, advance into an area, shoot up all the aliens, get a few supplies, then advance to the next section. Add in a bunch of respawns to keep the action consistent, a few being the annoying behind the back sort, toss in a couple key cards, a dash of finding the clue to solve a safe lock, and you have yourself a small adventure. What really sets this map apart from its peers is the incredible detailing and scenery. The level has a firm grasp on realism. The interiors of the apartment and office type buildings are very clean and crisp. The back ground vista is beautiful, with it's river scene, vehicles cruising by on a highway, an active moving tram, and the articulate construction of the surrounding buildings. This level radiates with depth and immersion. Come for the alien murder, stay for the Fernet con coca.

Overall I'd give it a 94.
Title: Re: Last map you played
Post by: Forge on January 14, 2018, 01:12:36 AM
Alien Rendezvous
December 13th 2013
by Urukiora

A re-creation of the map known as Alien Rendezvous from the fourth episode of Plug'n Pray for Duke Nukem Total Meltdown. The level is mostly a military base with a touch of city streets and a little bit of alien space ship thrown in. The atmosphere is well done, with good shading, texture choices, and some sector effects. The street area is a bit empty and plain, but the focus in that location is supposed to be the descending alien craft.
Game play on the other hand is quite the challenge. The level is pretty linear so getting lost or turned around isn't an issue. There's also a secret-level exit in the map as well, so taking the left path instead of the right isn't much of a problem either. The difficulty comes with the slug-fest combat. The player is confronted with a large amount of enemy fairly early on, and there are some tough aliens in the mix. Luring some baddies into an earlier section of the level and trapping them there is a decent strategy. Even then, if the player can't find the RPG in the secret area, the map is incredibly hard to complete. And while not totally essential, the jetpack is the top piece of equipment if for nothing more than collecting the very elusive stashes of ammo and healing items. This map is like an old mattress; hard and lumpy. But it's still better than sleeping in a dirt hole.

Overall I'd give it an 85
Title: Re: Last map you played
Post by: Puritan on January 14, 2018, 03:41:19 PM
Excellent reviews.
Thank you very much  :)
Title: Re: Last map you played
Post by: Forge on January 15, 2018, 12:34:34 AM
Alien Controlpoint
13 July 2015
by o_0MercHant0_o

An EDF styled base on an alien planet that appears to be in the process of being re-assimilated back into alien firmament. Quite a collection of textures and pallet applications makes for an interesting atmosphere. A healthy dose of architectural detailing and layered sections via tiers and stairs keeps things looking interesting, and avoids feeling flat.
Right off the start the map proves to be hard as the switch to be shot in order to escape your holding cell is pretty small, hard to see, and hard to hit with a pistol round. Things only get harder from this moment on. Notice a pattern yet? Gameplay is a difficult slug-out with some pretty tough aliens in some fairly close quarters. Activating switches and having rockets and drones explode on your backside is literally a pain in the ass. Repeat several times. The lack of healing items and heavy weapons for the first half of the level only exasperates the situation. Luckily the design and terrain do provide some decent cover, but it's still annoying to have to take down a mini-battlelord with a pistol. A nice looking map to frequently die in.

Overall I'd give it an 84
Title: Re: Last map you played
Post by: Puritan on January 15, 2018, 06:49:34 PM
^And by that excellent review we've reached 1200 maps bunged to the server.
Thank you  :)
Title: Re: Last map you played
Post by: Forge on January 16, 2018, 04:29:23 AM
You can remove the links out of my posts if you want. You have the Modify function set on a time limit for us regular users, so I can't go back and change anything.
Title: Re: Last map you played
Post by: Forge on January 16, 2018, 04:57:10 PM
Aliens2
Marek  "Fallout" Kubáèek
19 May 2001

The map follows the theme of the Aliens movie; a human colony on a distant planet has stopped making contact and it's up to the player to investigate. The atmosphere is well done with flashing and pulsing red lights on dark grey steel textures, hissing steam everywhere, little bits of debris strewn about, and sections of the base in various states of destruction or disrepair. The player is also required to crawl around in vents, drop down shafts, leap across chasms, and navigate through various twisting and turning corridors and rooms. Puzzles and keys are a minor part to the game. The primary portion of action is avoiding aliens due to limited healing items and ammo, and dodging explosions as the structure is in the process of self-destructing. It's quite challenging and harrowing at times. More fun than a fireball to the face. If you move too fast or too slow, it is a fireball to the face.

Overall I'd give it an 85   

Title: Re: Last map you played
Post by: Puritan on January 17, 2018, 10:03:22 AM
^Splendid
The review is uploaded.
Many thanks  :)
Title: Re: Last map you played
Post by: Forge on January 17, 2018, 07:53:11 PM
I'm having problems identifying this map. I have no template, there are no watermarks that I found, and I don't know where it came from.

Do you recognize it?

[attachment removed]
Title: Re: Last map you played
Post by: Forge on January 18, 2018, 12:47:15 AM
I did find the same file on Duke4's dukeworld file system under the 2001 to current listings.
It also is without a template.
http://dukeworld.duke4.net/2001-current/unsorted/other/Duke%20Nukem%203D/Maps/Single%20Player/2004/Maps/

The one from Dukeworld is dated 2004. The one I have is dated 1997. I tend to lean towards the date of the one I have as being closer to the original. I'm basing that off of the huge sector behind the mirror that is typical to maps from Duke3D 1.3.

My concern is if this level is from a TC or something. The dukematch in this map is set up pretty weird too.
Not too sure about the TC thing though - since it is available as a lone map on Dukeworld.

I just don't want to waste my time playing it and giving my opinion about it if it's part of a larger package. Be nice if I knew who created it as well.
Title: Re: Last map you played
Post by: Puritan on January 18, 2018, 07:25:56 PM
Shuffled through my pile of maps and I didn't find a match.
I agree that this map is from 1997. A typical map from that decade.
It was a straight forward but fun little map  :)
Title: Re: Last map you played
Post by: Forge on January 19, 2018, 03:38:36 PM
Ancients
4 May 1997
Author Unknown

An underground military base themed map.

The design is of a simple hub-styled level with the premise of a key-card hunt. The quality of the ambiance fluctuates a bit; some areas are well detailed and have solid shading techniques applied. Other sections are full-bright and are textured like the tile was on sale. Generally though, the architecture and construction are pretty decent, and the map is consistent with ambient sounds.
The player is constantly changing elevation with lifts, slopes, balconies, and stairs. Plus the environment shifts from above ground, to natural tunnel, to military bunker, to a few underwater sections. The enemies and weaponry also vary with the surroundings, and all this variety keeps the player's attention engaged in the level and maybe feeling a little more forgiving towards some of the simpler areas. More fun than a date with a fat-commander.

Overall I'd give it an 83
Title: Re: Last map you played
Post by: Puritan on January 20, 2018, 10:38:33 AM
Thank you, sire.
A good review and a fair score  :)
Title: Re: Last map you played
Post by: Forge on January 20, 2018, 06:50:53 PM
Thanks.

They're just opinions I'm posting in a forum, not something chiseled from stone.  If you're going to use them in an "official review" capacity and there's something about them you want to change (such as the score, or something added to or removed from the description which you feel could better reflect a map), feel free to do so.
 
Title: Re: Last map you played
Post by: Forge on January 22, 2018, 12:08:11 AM
Holocausto en la sierra
Eye del Cul
13 July 2003

A couple canyons with military-base type structures scattered around.

The level is made up of a few small buildings, each usually containing just a single room or two, a couple underwater sections, some sewer sections, and a couple open outdoor canyon areas. Nothing too extravagant, but it's put together well enough architecturally. Usually the indoor parts are pretty dark, the outdoor parts are pretty bright, and detailing amounts to piles of sprite objects set on fire and dumped randomly around the level.
Gameplay consists mostly of wandering around open canyon sections, hopping from rock to rock, shooting everything that moves, looking for sporadically placed supplies, trying to find a key, and avoiding random explosions. And such magnificent explosions they are. Open a door - everything explodes. Flip a switch - everything explodes. Step on a rock - everything explodes. Sneeze - everything explodes. Good thing there are generous amounts of healing items spread around. More fun than skin grafts.

Overall I'd give it and 80

Title: Re: Last map you played
Post by: Puritan on January 22, 2018, 08:51:48 PM
Mucho gracias, senor Forge  :D
Title: Re: Last map you played
Post by: Forge on January 23, 2018, 12:08:32 AM
_Base13
Craig Nisbet
5 October 1996

A large industrial facility.

There two maps; _Base13 is the single player version, _Base11 is the multiplayer version. Both can be played in single player. The main difference is the single player version has key cards, whereas the multiplayer version has wall cracks and a few of the doors are unlocked. They both have aliens and an exit. Play the multiplayer version solo if you just want to shoot aliens and find the the way out. Play the single player version if you want the added exploration challenge of finding a couple cards and their corresponding locks. As for multiplayer, I don't know how well this map would work unless there were several players because the level is quite large and it might be difficult to find the other people.

The layout is pretty open and the player can spend quite a bit of time wandering around trying to find cards, locks, and switches. It's not too unpleasant though as the design and detailing are fairly good. There are a lot of effects, constant ambient sounds, nice texture combinations, and solid architecture. Moving through the level is almost like climbing around in a giant jungle-gym with all the lifts, ventilation shafts, underwater tubes, ramps, stairs, platforms, and various other structures and passages.
There are quite a few aliens spread around the map and the given firepower to deal with them is way over-board in favor of the player, but healing items are only found in a few places. More fun than a barrel of monkeys. With power tools.

Overall I'd give it an 79
Title: Re: Last map you played
Post by: Puritan on January 23, 2018, 06:39:37 PM
Thanks.

They're just opinions I'm posting in a forum, not something chiseled from stone.  If you're going to use them in an "official review" capacity and there's something about them you want to change (such as the score, or something added to or removed from the description which you feel could better reflect a map), feel free to do so.


I understand that this is your opinion about the maps.
Your points of view are spot on for the most part and works smooth as guacamole as reviews in my opinion.
You are far better than me in reviewing stuff. I just keep on with digging out oldies and attach a DNR-styled review.

Cool to see you're playing (and enjoying) DN3D maps again by the way  :)
Title: Re: Last map you played
Post by: Forge on January 24, 2018, 06:18:21 AM
El Cementerio
Eye del Cul
July 14 2003

A level that takes place in a morgue.

The map pretty much consists of long linear narrow corridors broken up with an occasional small room, or outdoor cemetery. The main alleviation to the scenery is the large underwater section, if only to get away from the square and blocky structuring of everything else. There is one 'maze'. It's basically a hallway that forks out in three or four directions. They all dead end. Some reward the player, others have nothing, one collapses and is supposed to kill the player. It's just as likely to trap the player with no escape except death by starvation. Like the layout, detailing and architecture are minimal and redundant. A couple rooms are slightly interesting, but it's a rarity
There's not a lot of variety that can be had in such a map. Just walk forward and shoot. A couple rooms have the aliens stacked in pretty thick. Hold your trigger finger down longer.

Overall I'd give it a 74
Title: Re: Last map you played
Post by: Puritan on January 24, 2018, 08:42:18 PM
^Added to the repository.
Thank you very much  :)
Title: Re: Last map you played
Post by: Forge on January 25, 2018, 05:45:51 AM
BASE13
Jim Valentine
April 22, 1997

An EDF space station styled map.

A fairly basic map in design with a few odd texture choices, some common and redundant rooms, and a few simple things that could have been more consistent; like the shade on some of the detailing sprites, and thorough palette application in a few rooms. There is just enough variety to the environment between the control type rooms, the ventilation shafts, the barracks type area, recreational areas, and power generation rooms to keep it interesting. That, and there are several jokes and humorous scenes to keep it entertaining as well. The level is made up of multiple forks of corridors and rooms with the premise of exploring crews quarters until a key is found, going to one end of the station to drop a barrier, then making one's way to the other end of the structure in order to reach a portion of the station that's being assimilated by aliens. Enemy placement can get creative at times, and some of the combinations of alien combatants work well together. Most of it is pretty fair and there are enough supplies to get by on. More fun than radiation poisoning.

Overall I'd give it a 77

Title: Re: Last map you played
Post by: Forge on January 26, 2018, 12:35:07 AM
Baserape
March 30th, 2016
by neoacix

Requirements      : High Resolution Pack, DukePlus Mod

It also has some polymer lights, but my machine couldn't handle it. The map has large open outdoor areas full of sprites and models, and the lag made it unplayable. HRP is actually optional, not mandatory, since the level can be finished without using it. Not using it only causes a few issues, mostly related to sprite alignment and sizing, which are preferable to the hit fps takes if your machine and video card are a bit on the weak side. 

The map encompasses a small section of a town right outside the gate of a military missile base, with the main portion of the level consisting of the base itself. The level is huge and loaded with details, models, and sprites. There are a multitude of buildings; a bar, gas station, post office, maintenance garage, flight hanger, missile silo, control rooms, power stations, offices, a radio station, and much more. A large number of the buildings are multi-storied, and some have roof access as well, so this makes for many tiers and layers for the player to navigate. The only area the map falls short in is the weak shading, but the texturing combinations help offset that a bit.
The theme is a keycard and key-lock hunt. Being that the map is huge and open, there's no order in which to explore things, thus the player must wander around until a yellow key is found, then the yellow lock is found. Repeat this process with the blue key and lock, then once again while inside the missile silo with the red key and lock.
There are a ton of supplies for the almost constant fire fights, and while dukeplus boosts to the player attributes, the aliens also have additional damaging attacks. To complicate matters while running around outside, there are a couple turrets and a wandering tank firing occasional rockets at the player. It's just one more to watch out for while exploring. The most annoying parts are the unpredictable deadly booby traps that can only be avoided with proper advanced knowledge. The player won't have this knowledge unless they've played it before, so it's pretty easy to get dead in this map. Save often. Do I want to be squished or blown up? Eff it, let's do both.

Overall I'd give it a 91
Title: Re: Last map you played
Post by: Forge on January 26, 2018, 10:40:04 PM
Came across this map, it's not bad, but it has some issues
It's a SP only map, but the author used an APLAYER sprite (at 60163, 58370) instead of setting the start point with scroll-lock
A couple cosmetic issues - there's a sky texture in the start room window that needs to be parallaxed
The boss at the end can fall off the side of the platform into a black pit so then the map can't be finished.
I also don't know why there's a huge unused underground & sewer section - there's nothing down there

do you think it's worth fixing the start point & doing something about the issue with the boss, then add the adjusted map & a small text to the original zip file?
The only part I really don't like is the huge empty underground & sewer section - it's completely pointless. But that's the only major knock against it if the start point & boss were adjusted.

I'm not a big fan of screwing with other people's stuff - but it's from 1996 & it's kind of a waste to let this fall to the side because of a couple things that are quick-fixes.

(original file attached, you'll have to move the start-point if you want to play it)


Title: Re: Last map you played
Post by: Puritan on January 27, 2018, 10:06:12 AM
I like the idea about fixing the mentioned issues.
I started where the Aplayer sprite is located. Didn't finish the level but it seems to be quite challenging...
The level is brimmed with aliens.

Took the liberty to adjust the level. Also fixed some of the corrupts. Now the map is down to three errors.
Title: Re: Last map you played
Post by: Forge on January 27, 2018, 04:47:04 PM
I'll get back to this within a few days, thanks for taking a look.
Title: Re: Last map you played
Post by: Forge on January 28, 2018, 04:42:21 PM
Noche en la Ciudad (como la canción de Barricada)
Eye del Cul
14 July 2003

A partially destroyed city swarming by aliens.

The premise is for the player to hunt down a few key cards and make their way through a couple street sections and some buildings until they reach the city district where aliens are in the process of creating a base and hive. The map is inconsistent with its construction; some areas are well shaded and detailed, others are incredibly plain and empty. Lots of narrow winding hallways and slim gaps between multitudes of bookcases doesn't help the ambiance.
Game play is a little inconsistent as well. The gun-fights, equipment, and alien variety are decent enough, but the multi-forked layout with no rhyme or reason throws things off. The player can find themselves in front of a locked door just to realize they have to go half-way back through the map to get a key or throw a switch. Respawns help keep the action at a fairly even pace, but this can only help so much. Is it backtracking, or deja vue?

Overall I'd give it an 80
Title: Re: Last map you played
Post by: Forge on January 28, 2018, 06:11:33 PM
try this one.
fixed a couple other things
changed the end area - the player not being able to fall off the cliff makes it too easy
Title: Re: Last map you played
Post by: anvil on January 29, 2018, 07:33:04 AM
I recall playing those Eye del Cul maps a couple of years ago, good maps.
Played it as an episode (http://www.r-t-c-m.com/knowledge-base/reviews-mod-duke3d/eye-of-cul.html) which probably makes it easier.
Title: Re: Last map you played
Post by: Forge on January 29, 2018, 03:59:46 PM
I got them from eye's page a long time ago.
The maps came in packages called niveles.zip & niveles2.zip, and the tiles & con had to be downloaded separately.

It could have been this old site:
https://web.archive.org/web/20081224143152/http://www.geocities.com/eyedecul/duke3d/dukeinfo.html

The biggest thing I remember about his old site was reading all the anti-united states rants he had on it (as I was downloading his stuff).
Man he hates that country.

Thanks for the link to the episode.
Title: Re: Last map you played
Post by: Puritan on January 29, 2018, 05:56:01 PM
try this one.
fixed a couple other things
changed the end area - the player not being able to fall off the cliff makes it too easy


Passed the level this time. Died only two times  :P
Works smooth enough with the latest adjustments.
Title: Re: Last map you played
Post by: Forge on January 29, 2018, 06:20:45 PM
Thanks for checking it out.
My schedule is crowding up this week, so it might be a bit before I can get back to it.
Title: Re: Last map you played
Post by: Forge on January 31, 2018, 01:56:36 AM
Moonbase
Igor "Iggy" Willems
16 July 2005

An EDF base on a lunar surface.

It's pretty large and has several additional areas to it that don't need to be explored in order to complete the level, but may provide some extra action and supplies. If they can be survived. The author was even polite enough to put in view screens informing the player that they didn't need to pass certain points if they didn't want to. Ultimately the supplies are worth the extra time and fighting because ammunition and healing items are sparse for the first quarter to half of the level. That, and they're worth the look since the construction and detailing of the map is pretty solid throughout. The base has the typical control rooms, crews quarters, and recreation facilities that are found in these types maps. In addition, there is a prison block, a train station, an alien hive section, some under water portions, and several jaunts on the moon's surface. Included for the player's enjoyment is an annoying 7-button puzzle that has to be solved by shooting at it with a pistol. The saving grace is that it's a pattern and not just some random combination. As for the atmosphere, it can be a little heavy-handed with the shading, making for some extremely dark areas, which are a bit too frequent and extensive. At least NVGs help detect enemies, if not help with navigation. Otherwise it's a nice looking map that's easy to navigate and move around in.
Game play is a switch hunt and a key-card retrieval styled system with lots and lots of gun battles. Just about every weapon will be provided and the player will probably use them all due to the sparsity of ammunition for any one weapon through the majority of the facility. This encourages the player to fight the variety of aliens constantly thrown at them as efficiently as possible. More fun than tripping over furniture during a blackout.

Overall I'd give it a 92
Title: Re: Last map you played
Post by: Puritan on February 01, 2018, 08:53:30 AM
^Had a go on this one. Long time since the last time.
A very well made map and a splendid opinion you've posted.
Title: Re: Last map you played
Post by: Forge on February 02, 2018, 01:42:25 AM
Bad Moon
Patrick Hackett
March 13, 1997

A space station styled map.

It appears to be and EDF styled orbital station that's half in space and half buried inside a small asteroid. In some parts the player is looking into an empty void with maybe another portion of the station visible, other locations the player is climbing though rock, and in even another section there's rock and lava, but metal is visible behind cracks in some of the walls showing that its actually an artificial environment. Aside from the possible habitat inconsistancies, it is a pretty good atmosphere with lots of sector and lighting effects, sounds, and a fair amount of detailing.
Gameplay consists of switches, key cards, and a few other puzzles that involve a shrinker and a pipebomb. Basically though, the player is moving down multiple braches of corridors and clearing out aliens. To successfully get from section to section, either unlock a door, or activate a movable section of corridor in order to complete a pathway. The start can be a little difficult as ammo and healing items are pretty stingy, but it picks up later, especially as the player's arsenal grows.

Overall I'd give it an 85
Title: Re: Last map you played
Post by: Forge on February 02, 2018, 08:02:16 AM
another map with neither template nor watermark that I could find

Any idea who made this, or where it came from?

[moontrap.zip removed]
Title: Re: Last map you played
Post by: Puritan on February 03, 2018, 02:53:01 PM
another map with neither template nor watermark that I could find

Any idea who made this, or where it came from?


 :D


http://www.scent-88.com/reviews/M/moonbase3/moonbase3.php
Title: Re: Last map you played
Post by: Forge on February 03, 2018, 03:31:02 PM
Thanks.

I knew I had seen it before, but I couldn't place it. I actually thought it might have been one of Fernando M's.

It didn't help that the same file with the same name is hosted on the old dukeworld site at duke4 & rtcm.

http://dukeworld.duke4.net/2001-current/unsorted/other/Duke%20Nukem%203D/Maps/Single%20Player/1997/Maps/
&
http://www.r-t-c-m.com/knowledge-base/downloads-dw/?dir=2001-current/unsorted/other/Duke%20Nukem%203D/Maps/Single%20Player/1997/Maps
Title: Re: Last map you played
Post by: Puritan on February 03, 2018, 03:37:12 PM
^Yeah, I had no idea who the author was at first either.
But as I played along my mind was wrapped around to things; A very early project by Fernando or something by Nathan Orr. They  both were into space levels in the '90's.
Hell, Fernando even reviewed some of Nathan's stuff back in the DNR days.
After the playthrough I had a go on the search page....
Title: Re: Last map you played
Post by: Forge on February 03, 2018, 03:43:05 PM
Moon12
Keith Hazelet
17 June 1996

An EDF styled lunar base.

The usual flow of the map is a corridor feeding into a room which has a two or more passages branching out of it. A couple of the passages may lead off to side rooms such as latrines, control rooms, conference rooms, or storage areas. Occasionally one of these branches contains a small section, like a set of barracks or state rooms. These areas are optional. Most of the time they contain additional aliens, sometimes they might have extra supplies or weapons. The final passage out of the hub continues with the main path. The assortment of rooms, inclusion of some partially destroyed areas, and the decent detailing make for a nice atmosphere. Multiple viewports to outside scenery and the constant rising and falling shifts in elevation makes it feel like the player is actually making progress. The poor shading in several places is about the only knock to the ambiance. There is also a slight hiccup in the linear path as there's access to an underground cavern and sewer system that are quite extensive and contain nothing. The work on them is complete and it appears that the mapper was going to incorporate the section into the game, but changed his mind for some reason and then didn't block it off.
Gameplay is completely about combat. It's a fight from start to finish and there's very little reprieve. Unless you find yourself in the underground cavern. At which point Duke will take damage from fruitless exploring. More fun than a baseball bat to the back of the head.

Overall I'd give it an 82
Title: Re: Last map you played
Post by: Forge on February 06, 2018, 04:28:53 PM
Alien Lunar Laboratory
Robert A. Morin
31 July 2000

An EDF stronghold on a lunar surface that is in the process of being morphed to an alien hive.

It's a pretty straight forward linear keycard hunt as far as the primary style of gameplay is concerned. The cahllenge is surviving. While there is a plethora of weapons and ammunition, healing items are only found at certain intervals.
Getting from point A to point B is a bit of a jaunt. While it's pretty much one direction of travel, that travel involves corridors, trams, lifts, conveyors, and ventilation shafts. Aside from a bit of over-sizing, the map is decently detailed and textured. Several view ports allow for a look at the outdoor landscape. Pulsing lights, along with a variety to the palette, makes the journey a colorful one. More fun than an epileptic seizure.

Overall I'd give it an 85
Title: Re: Last map you played
Post by: Puritan on February 06, 2018, 06:46:58 PM
Great!
Thank you very much, Forge.
Title: Re: Last map you played
Post by: Forge on February 07, 2018, 05:12:07 PM
BESTCITY
David J. Vallance
14 October 1996

A medium sized city map.

It has an open floorplan mainly designed for multiplayer, which allows the player to pretty much go anywhere they please, but it does manage to pull it off as a single player level as well. The construction, detailing, and architecture are pretty solid, but the shading and trimming could be a bit better. It makes a few areas to look either bright and washed out, or flat and dark. Otherwise it's a nice looking map. There are four main buildings; a couple only have some minor rooms, one has a mall plaza, another contains a library and an underground sewer system. The bulk of the level is out in the streets and alleyways, along with the subway system that runs the circumference of the map. For some scenery contrast there's also a nice little central park, and one of the street sections is a deep chasm full of rocky outcrops as the result of an earthquake.
The objective is to seek out three key cards and return to the start point. There's no real puzzles or anything, it's just a matter of exploring around enough to happen upon them. Weapons, ammo, and enemies are plentiful. It's the bulk of the healing items that are stashed and have to be ferreted out through the first half or so of the map that is the challenge. More fun than a missing sock.

Overall I'd give it a 78
Title: Re: Last map you played
Post by: Forge on February 09, 2018, 03:52:46 PM
Big City II
Dirty "Harry" Duke
14 February 1998

A large city map.

The floorplan is wide open, so this is a hide n' seek map. The objective is to wander around looking in every nook and crannie for keys and their partnering locks. With the level being pretty sizable and extensive with several multistory, multi-room buildings, this could take awhile. It's nicely constructed and decently trimmed out and detailed, but more shading and a higher frequency of ambient sounds would have really given this map an atmosphere with some depth. Aside from the shortcomings, it gets by well enough on the variety of locations and elevation shifts during travel.
The player starts out in a foyer of a building and under fire from several directions; it's best to pick a compass point and go. There are stashes of weapons and supplies spread out through the map, so eventually one will be found allowing the fight to be taken to the enemy. After that it's pretty much a matter of methodically searching until a key, then it's lock are found.
There are a few annoyances for the player because the mapper had a sadistic streak. Included for the player's pleasure are decoy keys, which are identified by their atypical color and resistance to being picked up. There are also fake cracks everywhere that are used for nothing more than decoration detailing. For some reason there's also a fake jetpak. Topping it off the end button is a pain to find as it's hidden behind a wall with the only discernible clue of its location being a barely noticeable red dot on the floor in front of it. More fun than self-flagellation.

Overall I'd give it a 72
Title: Re: Last map you played
Post by: Forge on February 10, 2018, 06:44:56 PM
Moonbase
Mikko Sandt
April 19 2001

An EDF styled lunar base.

A pretty short, basic, and straightforward map. So much so, that a key and its corresponding lock are in the same room. The flow is fairly linear, and there's not much in the way of puzzles.
There are a few lifts, a teleportation station, and a bit of an underwater section to give it some depth; otherwise the atmosphere is marred by out of place or misaligned textures, minimal shading, and flat detailing. More fun than tofu.

Overall I'd give it a 68
Title: Re: Last map you played
Post by: Forge on February 13, 2018, 04:15:50 PM
Moon
Bocian
5 September 1996

A lunar forced labor mining camp.

It appears that the aliens are capturing humans and forcing them to mine for minerals on the moon. The player starts locked up in prison and must make their way to the exit, presumably to escape. The significant portion of the map is made up of small, barely adorned rooms in a redundant fashion. In several cases, even the rooms that aren't prison cells or crews quarters are scantily detailed. Where it falls short in those locations it makes up for in others, as most of the constructive effort was put towards the underground tunnels and the lunar surface. The author also does a decent job at shading and texturing for most of it, so it's not totally dull. The player basically moves from the surface of the lunar body to somewhere deep underground, and then back again. It involves some jump puzzles, lifts, swimming, rock climbing, and blowing things up. A few key cards, some buttons, and lots of alien killing are tossed in to keep the action and environmental involvement at a constant pace. The author was even nice enough to provide a heavy dose of respawns to keep the player company as they backtrack to the final lock. More fun than a rock in your shoe.

Overall I'd give it a 71
Title: Re: Last map you played
Post by: Forge on February 14, 2018, 12:45:09 AM
You may not remember since it was quite some time ago - and I only partially recall what was said, but the discussion was about a map by GregR called 1_bitch.
We knew it had another name, but weren't sure what it was, at the time.

It was originally called 1LastMap before he re-named it a little over a month later.
You probably already knew that, but I thought I'd bring it up since I just came across it in my stash.
Title: Re: Last map you played
Post by: Forge on February 16, 2018, 06:25:54 PM
BLAST!
Miguel Daher
1 June 2000

An old abandoned building in the middle of a slum that's been taken over by aliens.

This is a pretty straight forward map; the path is nearly a straight shot from start to finish. Aside from one key card, it's primarily just a series of switches that unlock doors, and a lot of in-your-face bullet exchanges with aliens. It's pretty tough; the player starts with the minimum pistol and ammo, eats some explosions to lower their hit points, then has to face down a few enemies in a hallway right outside the hover-copter they're in. Duke will get a weapon upgrade and a bit of ammo fairly quickly, but it's still an uphill battle for most of the map. Ammo and health are pretty scarce, aliens aren't.
There are a few quirks and annoyances along the way which mostly have to do with touchplates. A couple of them set off unannounced explosions for no apparent reason and take away precious health. Another is an touchplate that unlocks a room way back by the hover-copter that give the player an RPG - which they need to get through a wall crack. The player has to understand and interpret the series of cameras from the view-screen in the room where this unremarkable trigger occurs in order to grasp what they need to do, and where to go, to get the needed explosive weapon. That's if the player even bothers to look at the viewscreen. They could end up wandering aimlessly until they happen upon it, or accidentally find the semi-obscure alternate path that ends in a hidden door opening into the RPG room. Either way it's a bit of a sketchy set-up for something that's needed to progress.
The last bit of pain involves the one and only key card. It's well hidden. Very well hidden. Behind an almost indiscernible dark wooden panel located in the corner of a dark room.
Construction and detailing are a bit simplistic, and some of the texturing is a bit sloppy, but overall, the atmosphere is done fairly well. It's dark, dank, and gloomy, and the texture set fits the ambiance. Ramps, lifts, and plenty of twists and turns in the path give the impression of a larger map than what it is and also a sense of progression. More fun than mildew.

Overall I'd give it a 77
Title: Re: Last map you played
Post by: Forge on February 18, 2018, 05:12:07 PM
Bloodstone Courtyard
ToiletDuck64
30 May 2016

A Doom inspired map.

It's a basically one large room done in a stone and water motif, and paletted Mars-red. Gather the few weapons and ammo stashes, murder a fistful of aliens, raise stone pillars, jump around on the top of said pillars to collect keys. That pretty much sums it up. Short and sweet. More fun than minute-rice.

Overall I'd give it a 71
Title: Re: Last map you played
Post by: Puritan on February 18, 2018, 08:10:04 PM
Great!
Thanks for the submission(s)  :)
Title: Re: Last map you played
Post by: Forge on February 20, 2018, 12:04:45 AM
bloode1m1
Dennis Collins (StarCraftZerg)
2 August 2014

A remake of Blood's E1M1: Cradle to Grave.

The map consists of a crypt, graveyard, and funeral home. Instead of custom art it makes do with base Duke textures, and there are some real odd choices. The use of Duke3d textures, and weak shading in most areas, makes the ambiance feel flat.
Game play itself is pretty much in a straight forward 'the key card is in the next room' style. There are plenty of pipebombs, so the player can run around and blow up the enemies instead of just shooting them, so there's that. More fun than bread.

Overall I'd give it a 72
Title: Re: Last map you played
Post by: Forge on February 21, 2018, 04:31:25 AM
Here's another map I've seen before, but can't place.
it has a watermark of sorts, j.d.e
('just die evil' written next to it)
nobody I know with those initials or nick name.

Do you recognize it?

[attached file removed]
Title: Re: Last map you played
Post by: Puritan on February 21, 2018, 08:34:39 PM
Here's another map I've seen before, but can't place.
it has a watermark of sorts, j.d.e
('just die evil' written next to it)
nobody I know with those initials or nick name.

Do you recognize it?


I've played it before....guess it's in my map pile somewhere.
Had a go tonight but quit when I encountered the 11-button combo switch  :P
The map has potential but seems to be a bit rushed/unfinished.
Can't tell who's the author though, since the style fits several authors from back in the days.
Title: Re: Last map you played
Post by: Forge on February 21, 2018, 09:41:14 PM
Some areas are good (mostly the indoor sections), some areas are empty (mostly the street sections).

The layout is pretty good, but the flow could have been better in some spots.
 
And some sections, like the underwater section below the building that blows up, kinda seems pointless unless the player really, really needs a chaingun at that point in the map. The night club also seems rather pointless unless the player really, really needs a shotgun at that point in the map.
Looking in mapster though - there's quite a bit of multiplayer stuff in those sections.

The ridiculous button puzzle (which I didn't find a clue for) gives the player the yellow key (which is pointless), but it also opens the end-button  - which is back where the player started, but they wouldn't know that unless they looked at the viewscreen next to the puzzle after solving it.

The map has its highs & lows, but it's better than, or at least on par with, some of the crap I've submitted. Probably a low 70's.
Title: Re: Last map you played
Post by: anvil on February 21, 2018, 10:03:21 PM
This map's name is Duke's in da House by Jeremy Endres. (http://www.arrovfnukem.com/en/dukes-in-da-house-jeremy-endres)
Title: Re: Last map you played
Post by: Puritan on February 21, 2018, 10:10:15 PM
This map's name is Duke's in da House by Jeremy Endres. (http://www.arrovfnukem.com/en/dukes-in-da-house-jeremy-endres)


Excellent, sir!
I knew I had it somewhere in my pile.
Title: Re: Last map you played
Post by: Forge on February 21, 2018, 10:30:15 PM
This map's name is Duke's in da House by Jeremy Endres. (http://www.arrovfnukem.com/en/dukes-in-da-house-jeremy-endres)
Thanks.
I hate when people rename maps to something random & don't include the template.
Title: Re: Last map you played
Post by: Forge on February 22, 2018, 12:24:43 AM
Block City
Mikko Sandt
25 April 2015

A city styled map.

A straight forward sequential key card hunt. Three main buildings to explore, with a couple rooms each, and a large street section that wraps around a central block sums it up. The enemies escalate in tandem with the acquired weapons and the flow is quite smooth. Action is pretty consistent from start to finish and is fair throughout.
There's nothing atypical from the usual city themed maps, and aside from what seems abrupt dead-ends in the indoor sections, the design and detailing are clean. Strong shading, along with ambient sounds, provide for a nice atmosphere. The brevity of the indoor sections does make this level seem incredibly fleeting. More fun than a short-sheeted bed.

Overall I'd give it an 83
Title: Re: Last map you played
Post by: Forge on February 23, 2018, 04:33:12 PM
Bombed LA
David Layne
28 March 1998

A city map.

Everything is blown up, destroyed, and on fire. A scene of destruction starting with the wrecked-up subway system, moving to the station, and up onto the street. Buildings are half-knocked down, there are craters all over the place, and it's a lot of flotsam and jetsam strewn about. Aside from some over-sizing, and the cheesey teleportation effect to get in and out of buildings with accessible rooftops, the atmosphere is well done.
The player starts out barely armed, and the healing items are few and far in between while underground, but that changes quickly enough when the street level is reached. Duke is under fire from several directions at once, but some quick feet will reward the player with fire power and a fair amount of hitpoint recovery items. Once the street is cleared it's down to the serious business of a keycard hunt. Pretty straight forward and sequential affair. A couple bad quirks with the map include being able to skip the need for one of the keys with some creative jumping, and once the last switch is thrown, you can hear the boss roar, but don't know where it's at in the map. A view screen could have been useful here. The second bad part is the door teleportation method. Leaving the building via the front door is likely to get you killed as the boss always seems to hover right outside that building and is ready to squish the player the moment they step outside. Finding the jetpak and going up through the manhole is the best strategy here. Failing to do that, be quick enough and you might get away from being stepped on. More fun the Russian roulette.

Overall I'd give it a 78
Title: Re: Last map you played
Post by: Puritan on February 23, 2018, 06:24:24 PM
Great submission, Forge.
Uploaded  :)
Title: Re: Last map you played
Post by: Forge on February 25, 2018, 10:54:29 PM
I know it's not much, but here's the template cyrell used with his four maps.
(it's the one that's included with mansion! that's already hosted here)


here's what's left of his old website - where he links his "cyrell" name with "the master" name.
https://web.archive.org/web/20050320123728/http://www.cyrell.net:80/gamesduke3d.html
Title: Re: Last map you played
Post by: Puritan on February 25, 2018, 11:05:51 PM
Thanks.
I have this txt file too but didn't attach it since it doesn't say anything about the map(s).
Opened the map in Mapster to check if it is a DM/COOP map or if the difficulty settings were implemented.
Title: Re: Last map you played
Post by: Forge on February 26, 2018, 04:54:36 AM
True that it doesn't describe the map, but sometimes it's nice to have a quick reference to the author's name and map title.

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

Title: Re: Last map you played
Post by: Puritan on February 26, 2018, 07:52:23 AM
...

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


Absolutely  :D
Title: Re: Last map you played
Post by: Forge on February 26, 2018, 03:03:01 PM
The bomb shelter
Jason gardiner
5 February 1998

An EDF missile base and underground bunker.

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

Overall I'd give it a 90
Title: Re: Last map you played
Post by: Forge on February 28, 2018, 04:51:29 PM
GhostHouseDM
Noldor Ranzou and Fernando Marquez
22 January 2015

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

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

The music used is one of Monolith's Blood themes remixed by Mark McWane.
Title: Re: Last map you played
Post by: Puritan on March 01, 2018, 09:18:08 PM
^Uploaded.
Thank you, sire  :)
Title: Re: Last map you played
Post by: Forge on March 02, 2018, 03:48:04 PM
Duke's in da House.
Jeremy Endres aka Deathtoll
18 July 1999

A city map.

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

Overall I'd give it a 72
Title: Re: Last map you played
Post by: Forge on March 04, 2018, 05:03:15 PM
Arena: Rage
John N. Daily
9 May 2000

A DM map. Looks frantic.
Title: Re: Last map you played
Post by: Forge on March 05, 2018, 06:29:33 PM
Beers of Guilt
Junior
24 March 2009

A level based on a brewery.

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

Overall I'd give it an 80
Title: Re: Last map you played
Post by: Puritan on March 06, 2018, 06:04:13 PM
^Uploaded.
Thank you very much.
Title: Re: Last map you played
Post by: Forge on March 07, 2018, 04:13:51 PM
Haunted House
Sanek
14 March 2010

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

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

Overall I'd give it an 79
Title: Re: Last map you played
Post by: Puritan on March 08, 2018, 02:48:31 PM
Thank you, sire.
Just discovered that the screenshot link is pointing in the wrong direction  :P
Gonna fix it when I'm back at home sometime tonight (cet)
Title: Re: Last map you played
Post by: Forge on March 10, 2018, 03:42:34 PM
nrv-house
Noldor Ranzou and Vandclash (Aleixter)
1 February 2014

This map is a recreation of our house. It's nearly identical except the dimensions are bit larger for gameplay reasons. It's excellent for practising in tight spaces. Ideal for a duel or for about 4 players, more than that would be an utter massacre.
Title: Re: Last map you played
Post by: Forge on March 12, 2018, 05:18:20 AM
Penthouse
Merrick Moss (Phiber 0ptik)
21 August 1996

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

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

Overall I'd give it a 72
Title: Re: Last map you played
Post by: Forge on March 13, 2018, 04:50:13 AM
Demolition Duke
One Man Army
18 February 2018

An EDF base themed map.

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

Overall I'd give it an 87
Title: Re: Last map you played
Post by: Puritan on March 13, 2018, 06:53:28 PM
Excellent, sire.
Didn't fancy the backtracking part barely armed though  :-[
Title: Re: Last map you played
Post by: Forge on March 13, 2018, 07:06:28 PM
Yeah.
Fighting those octobrains & respawns with nothing but a pistol is a pain.

There is a chaingun in the beginning, before you drop down into the mines.
There is also a chaingun at the pipebomb, and a stash of ammo for it before that.
There's also a shotgun stashed along the journey to get the pipebomb.

Like I said, it's do-able with just a pistol, but it's a lot easier if you find at least one of those other weapons along the way.
Title: Re: Last map you played
Post by: Forge on March 14, 2018, 05:19:06 PM
Old House - DM
Sunstorm Interactive
15 January 1997

Old House is a Dukematch level that features a simple old house, but the house has FOUR floors right on top of one another! A first and second floor, as well as a basement and an attic! Dukematch til you drop! Just don't get too twitchy in the cramped inner corridors!
Title: Re: Last map you played
Post by: Forge on March 15, 2018, 12:56:27 PM
DeepSpace 5
Sami Ky (style)
21 July 1996

An EDF space station styled map.

The station is, of course, abandoned and over run with aliens. Duke has to destroy a reactor and make his way to an escape pod.
Aesthetically the level is basic with its construction and detailing; minimal, but adequate enough to give a decent presentation. A bit more trimwork would have really helped out, but there's enough variations in locations to keep the player immersed. The texturing and shading are done well for the most part, which helps.
Game play is okay. The layout is pretty linear with quite a few side rooms and secrets to reward the player, but there's also quite a bit of uneventful backtracking. Either the key order should have been re-arranged, or there should have been inclusion of several instances of respawns to use up the over-abundant quantities of ammunition. There are so many supplies that most of the given weapons never need to be used. What enemies that are present were properly placed, the map just needed more of them. More fun than shadow boxing.

Overall I'd give it an 79
Title: Re: Last map you played
Post by: Forge on March 16, 2018, 04:13:24 PM
El-Space
Ashes
2 November 1996

My first real duke level. the rest were like 99.9% of all dukematch levels out there. A working space station (original? not much methinks!). However this one's been left to its own devices and abandoned. Some of it works, some of it doesnt.
Title: Re: Last map you played
Post by: Forge on March 20, 2018, 03:53:35 PM
Lighthouse Island
Seb Luca
23 November 2017

The map has to be played with polymost, classic 8-bit will cause it to crash when launched.

A tropical resort island styled map.

Duke's boat has run aground on some rocks near an island infested with aliens. The objective is to search out three switches that will activate an SOS beacon. Locating these switches can be a task, but there are clues scattered around that give away the secrets to reaching them. One switch is behind a hidden door, another switch is in an obscure part of the island and requires a key to unlock, another switch is behind an eight button puzzle. It's a small open world styled map that doesn't have to be done in any particular order. Wander around enough and eventually a switch will be located which will open part of a three section door, as seen via a nearby viewscreen. Usually at this point some friends show up to offer advice. Double-check the viewscreens because the switch at the top of the lighthouse can be a bit buggy an may have to be thrown twice in order to open its portion of the door in the radio station basement.

The map is well constructed and detailed, with good texture choices for the most part, but the ambiance is pretty flat. It's supposed to be a sunny tropical island, so things are bright, which is understandable, but there is little depth because contrasting shading is non-existent. Heavy doses of sprite work are present and some crowding furniture and narrow corridors can make a few indoor sections pretty cramped. A good portion of the map is spent doing little else besides exploring, so it should have taken advantage of that style and used more ambient sounds. Otherwise it's a decent and balanced exploration piece. More fun than sand in your shoe.

Overall I'd give it an 8
Title: Re: Last map you played
Post by: Puritan on March 21, 2018, 03:42:08 PM
^Interesting map.
Since I'm a sucky player I had a hard time towards the end of the level.
You know, the arrow on the wall thing  :D
Title: Re: Last map you played
Post by: Forge on March 21, 2018, 04:56:07 PM
I accidentally found that first, before I even found the clue written on the wall.

The one that took me awhile was finding the code to the eight-button puzzle.
Title: Re: Last map you played
Post by: Forge on March 21, 2018, 05:16:19 PM
DeathMatch Space Arena
Jennifer Lynn
17 June 1996

DukeMatch map in space catwalks.  Don't fall off!!.  Try shooting the space shuttle with an RPG! 
Also, shoot the inner walls of the command tower!
Title: Re: Last map you played
Post by: Forge on March 22, 2018, 01:29:40 PM
Nobody Steals our Ships, and Lives!
Tom Arbisi
19 October 1996

An EDF and Alien spaceship styled map.

The spacecraft Duke is aboard has been attacked and is over run by aliens. He needs make his way over to the alien vessel and terminate their leader.
The level looks pretty good and plays well for the most part, but it has some pretty glaring issues. There are good texturing choices and decent trimwork, but there are also a lot of misalignment. The architecture and detailing are well done, but the EDF craft is incredibly cramped in many places. Included in the map are some pretty interesting puzzles and navigation challenges, but there are also some gaps in progression awareness for the player. Two primary instances of possible player confusion are the most guilty culprits. The first is being aware that the switch next to the door on the EDF bridge is not for the bridge door, but for the door to the transportation room which gives access to the skiff from the earth ship to the alien's ship. It's a locked door next to the transporter start room that the player has walked by half a dozen times and has probably forgotten about by now. The second kink in progress comes on the alien ship where the entrance tunnel forks into a Y and drops blast-doors prevent backtracking. Ultimately both lead to the same spot, but one path is definitely preferable over the other for two reasons. Only one will allow the player to get a devastator weapon which is really useful at the end. Depending on the player's ammunition situation with the rest of their weapons, it might actually even be necessary. The devastator is placed at the top of a cliff above a pool and can't be reached from the water-side. The other path has a shrinker, but it can still be reached as there are no cliffs or blast door to cut the player off from that weapon. The second issue with taking the 'wrong' path comes with finding the switch to open the blast door at the top of the alien spiral dais. Coming in at the top of the spiral the player will then be put in the, 'search high and low for the annoying hidden button' mode of play. Entering in from the pool side, the player drops into the water and swims right past the switch in plain site next to the only underwater tunnel. Coming from the top side, the button will be at the player's back when they exit the submerged shaft into the cliff surrounded pool, thus making it incredibly easy to miss until they get frustrated with looking around that area and decide to swim back to the spiraling ramp room. The potential is there, it just requires a bit of patience when dealing with its design quirks. More fun than a blindfold.

Overall I'd give it a 78
Title: Re: Last map you played
Post by: Forge on March 23, 2018, 04:38:09 PM
Wide Open Spaces
Sanek
8 June 2010

A canyon themed map with a dream sequence at the end.

The level has its shining moments, but there are a lot of issues beyond invisible walls and visual errors caused by overlapping sectors that mar this map. Several things are broke, the game flow is hampered by improper asset placement and bad puzzle design, and construction issues that can actually kill the player. Stay away from the edges of pools when surfacing from underwater.
The level starts out well enough on a deserted canyon road at night, the architecture is a bit blocky and there's pretty much no shading, but it's textured and detailed out just enough to give it some depth and atmosphere. The fighting kicks in, the weapon gets upgraded & the combat slowly escalates. Now the flow falls apart. Retrieve three keys. Three blue keys. So it's resorted into running back and forth over the same turf. Getting keys. One at a time. The respawns don't help it feel any more exciting. The enemies escalate, but there's almost no health or ammo in sight. That's the theme for the rest of the map. Get a bit of health and no ammo, or a couple bullets and no health, but it's respawn after respawn after respawn to supplement your diet.
Most of the maps transitions and tricks work, but beware there are some things that are broke, or only half-work. One example is the roof transporter gimmick that is supposed to simulate climbing in and out of a hole. You can get stuck in it where you're 'bouncing' back and forth uncontrollably between the roof and the interior of the building. Squatting or holding the move forward key can sometimes get Duke unstuck. In that same building there's a button that activates a lift so you can reach an upper floor of a nearby building. Hitting the button once raises it a little bit, twice a little bit more, the third time it finally starts to go all the way up. It moves at the speed of smell, but if you manage to miss it and have to bring it back down. Hit the button and go have some lunch while you wait for it to come down. Don't forget you have to hit the button three times to bring it all the way down, then three more times to make it go all the way up again. As a side note, the ladder on the same building, which is used to access a ventilation shaft, isn't built properly and Duke only goes part way up. Some clever jumping should finish the ascent.
The third issue is during the 'dream' sequence. Duke has to climb up some spinning Duke heads. They're jammed practically one on top of another making jumping up to the next one pretty difficult. There's also a glitch at the top where a jump in the wrong spot will clip the player back a transition screen or two and into the out of bounds area, effectively making them stuck unless they cheat and clip back into the playing field.
The level is doable, but pretty difficult due to the constant flow of enemies with nearly no supplies where they're needed, and some potentially frustrating design choices and issues. More fun than a Chinese finger puzzle.

Overall I'd give it a 72
Title: Re: Last map you played
Post by: Forge on March 25, 2018, 01:37:32 AM
Another map with no template or watermark.

I don't recognize this map from anywhere, or ever remember playing it before.

It's also pretty hard. Lots of aliens and not much ammo or health, but it's doable.
It's nothing incredibly special. Decent tiered layout & average ambiance.
Probably a mid -midhigh 70's rated map.

[attachment removed]
Title: Re: Last map you played
Post by: Puritan on March 25, 2018, 01:23:11 PM
Another map with no template or watermark.

I don't recognize this map from anywhere, or ever remember playing it before.

It's also pretty hard. Lots of aliens and not much ammo or health, but it's doable.
It's nothing incredibly special. Decent tiered layout & average ambiance.
Probably a mid -midhigh 70's rated map.


Doesn't ring a bell here either.
The style could have been some early work by Supertanker though.
Title: Re: Last map you played
Post by: Forge on March 25, 2018, 05:59:37 PM
The style could have been some early work by Supertanker though.
It does look like something he'd make.
I doubt it's by him though. Especially since it was made in 2038 and it'd be a later work instead of an earlier work.
You would think his quality would get better, not regress.  ;D
Title: Re: Last map you played
Post by: Forge on March 26, 2018, 03:30:46 PM
Spacetrap
neoacix
31 October 2016

An EDF and alien spaceship styled level.

Duke is aboard a non-military styled spacecraft when it comes under attack from an alien vessel. Duke must beam aboard the alien ship, take out it's power core, then return to the EDF craft and make his way to an escape pod.
This level is incredibly difficult. Duke starts with no weapons, and what is found is pretty minimal in relation to the enemies he has to fight. Healing items are also rarely found, so there's a good chance the player will be moving through the map on the brink of death most of the time. Everything explodes, ceilings are collapsing everywhere, walls are getting blown out of the side of the ship causing Duke to be pulled out into space and killed from exposure to vacuum. Steam is venting in several places, radiation is leaking from power sources, and there is a large pool of toxic waste that has to be crossed. Just about everything in this level is designed to harm or kill the player. Within the first 10 seconds Duke is blown up, smashed, and has a small swarm of aliens coming at him from a breached airlock. It's quick feet and quick reaction to get out of his stateroom then crush aliens using the airlock door, or it's death and a restart. It's frustrating, but also challenging to figure out how to get through some sections. Save often.
Aesthetically the map is mostly done fairly well. Some of the alignments and shading could be better, and the moving floor textures in the vacuum sections could be remedied, but it's quite detailed; with damaged bits around every corner, and flotsam and jetsam floating out in space away from the scenes of destruction.
The path from start to finish is mostly linear. Knowing where to go and what to do is easy to identify, doing it is another matter. The one exception is in the ventilation system off the EDF bridge. It's not obvious the player has to kick out the side of it. The end nuke button can also be a bit temperamental, but it does work. More fun than a career as a crash-test dummy.

Overall I'd give it an 85
Title: Re: Last map you played
Post by: Puritan on March 26, 2018, 05:38:02 PM
Died too many times. Too many unfair traps. Not my cup of tea.
But thank you very much for the submission(s)  :)
Title: Re: Last map you played
Post by: Forge on March 26, 2018, 06:04:20 PM
Would have scored closer to 90 if it weren't for all those face explosions, other various traps, and damaging environmental factors. It was a lot for one map. I don't recall Buenos Aires Explosive Remake even being that harsh.
Title: Re: Last map you played
Post by: anvil on March 26, 2018, 08:28:59 PM
Another map with no template or watermark.

I don't recognize this map from anywhere, or ever remember playing it before.

It's also pretty hard. Lots of aliens and not much ammo or health, but it's doable.
It's nothing incredibly special. Decent tiered layout & average ambiance.
Probably a mid -midhigh 70's rated map.

[attachment removed]
I would give it a look if the attachment wasn't removed.
Title: Re: Last map you played
Post by: Forge on March 27, 2018, 01:15:50 AM
I would give it a look if the attachment wasn't removed.
If you recognize it or have a template, please update.

I found it. Its a map (StationX) from The Lost Duke Episode by Mark Hadley, from January 1997.

I don't believe it was ever intended to be released as a stand-alone map, so I won't be posting an opinion on it.
Title: Re: Last map you played
Post by: Forge on March 27, 2018, 04:30:18 PM
DukeMatch One
Randy Pitchford (DuvalMagic)
10 May 1996

Fast DukeMatch plays well in Spawn or No Spawn modes.  Underwater area.  Hidden goodies.  Has monsters and is very challenging in solo mode, but has no exit or final goal.  Just go for 100% kills.
Additional Credit to: Killa for first showing me how to do water before docs came out. DooM2 map 1 and the countless Map 1 spin offs that spawned this basic loop indoor/outdoor map design. 3D Realms for Duke3D.  Ken S. for the build engine. George Broussard for letting me whoomp him when I know he can just kick my ass.  Steven B. for setting me up with the beta testing gig.
Title: Re: Last map you played
Post by: Forge on March 30, 2018, 04:52:02 PM
Duke64HolidayDM
Duke64Nukem (kamikaze Nukem)
25 December 2014

Requires the Nuclear Winter expansion

DM VERSION This is a smaller project something I threw together in a few days so I know there will be things to nitpick and that's fine but just try to enjoy a little holiday spirit okay :D
Title: Re: Last map you played
Post by: Forge on April 02, 2018, 03:23:26 PM
Space Station 5
Jonah Bishop
14 January 1997

An EDF space station map.

A pretty typical map of this theme. Docking bays, control rooms, crews quarters, a reactor room, and bathrooms. A lot of bathrooms. Some rooms have rather odd designs, such as having free-standing walls in the middle of them for no reason, along with some other atypical choices in architecture and texturing. The level has a few highlights, but most of it seems a bit flat and under detailed.
Part of this impression is caused by the gameplay. It's mostly a button and switch hunting job with a few keys tossed in, but there is an inordinate amount of uneventful backtracking. One of two things happens, a switch is thrown then all the locked doors in the base have to be checked until the open one is found, or a viewscreen is given of a section of base on the other side of the map showing something that opened. Once you get there and throw another switch a view screen shows you something that opened back on the other side of the base in or near the area that you just came from. Repeat.
It's entertaining, until all the aliens are cleared out and there are no respawns. Duke gets lonely after awhile. He has lots of toys that make noise and nobody to play with. Occasionally a new area is entered and Duke finally gets to shoot something again. That's the highlight of the level. More fun than a one person game of hide-n-seek.

Overall I'd give it a 76
Title: Re: Last map you played
Post by: Puritan on April 02, 2018, 10:13:36 PM
Nice, gonna check it out asap.
Thank you, Forge
Title: Re: Last map you played
Post by: Forge on April 04, 2018, 03:16:14 PM
DUKCITY
Anevrisme (Aneurysm)
12 June 1998

A city styled map.

The aliens have landed a drop-ship on the roof of an office building in the downtown section of a city and have started a campaign of destruction, razing the metropolis to the ground. Several buildings have already been blown apart and set ablaze, it's up to Duke to get in there and stomp out the invasion.
A decent looking level in the classic style of the first Duke episode. This is slightly more detailed, has an intricate layout, and is more structured architecturally, but the ambiance is similar in that it is primarily set by good lighting and shading contrasts, and a solid selection of complimentary textures.
The game play is pretty hard. Aliens, aliens everywhere, and barely a weapon or health pack to use. The map is an open world and allows Duke to go pretty much where he pleases; especially if one of the jetpacks is located early on. With this allowance it's pretty random on what supplies will be found, but the priority should be to find a weapon, because with the amount of aliens and respawns in this map, the pistol won't last long or get the player very far. The second priority is to find a couple healing items and note their locations. Use them very sparingly and only when desperate since there are very few to be had.
There are no puzzles, it's only a matter of time and exploration until the rooftop with the drop-ship is reached. Make sure you're well prepared. More fun than removing a band-aid.

Overall I'd give it an 83
Title: Re: Last map you played
Post by: Puritan on April 05, 2018, 10:11:18 AM
^ A classic styled map it is.
Had a fun time on this one. Quite hard actually  :D
Title: Re: Last map you played
Post by: Forge on April 05, 2018, 03:40:47 PM
Bocian
by Bocian
1 August 1996

An EDF orbital docking station.

The map is separated into two individual space docks that are connected by scaffolding, and also via a small shuttle sled. The layout is interesting, the lighting effects and the shading are well done, but the blocky architecture, lack of detailing or trimwork in most places, and the absence of very many sounds makes the ambiance feel flat and not very immersive.
The floor-plan is well made, just not well executed. The premise is a key card hunt and there's an abnormal amount of backtracking. Repeatedly uneventful backtracking, which is the worst kind of backtracking. This further dulls the experience. It's nice to explore and engage enemies upon initially entering areas, but after all the aliens are gone, there's nothing to do but walk around.  It has potential; some respawns, and just a bit more detailing to take the edge off of the blockier and emptier locations would have made a huge difference. More fun than a vacuum tube.

Overall I'd give it a 71
Title: Re: Last map you played
Post by: Forge on April 06, 2018, 06:30:55 PM
Duke's Day Off
Dennis Collins (StarCraftZergling)

An earth city styled map.

Duke is hanging out in a studio conference room when aliens decide to attack. He must make his way down to the street, across the central plaza, and up to the roof of an office building where their boss has set up its invasion point.
The map is very well constructed and detailed. The layout and design flow smoothly and there are a lot of ventilation shafts providing alternate routes if Duke wants to get the drop on some of the enemies. The texturing combinations along with some very strong contrasts in the lighting and shading provide nice depth and immersion into the environment. The only areas of contention are that some of the offices and rooms in a few places can be a bit cramped with all the objects in them, and a lot of the areas are beyond just gloomy, they are quite dark and arduous to navigate.
This level is very difficult. There's enough firepower, but there are some sections with a lot of tough enemies, several ambushes, some cramped rooms with difficult aliens right in the player's face, and quite a few instances of not even being able to see the enemy combatants because the section they're in is so dark. All of this is challenging enough, but made more so since there's an inadequate amount of healing items provided in order to keep up with all the inevitable acquired damage. More fun than gluing your eyes shut.

Overall I'd give it an 84
Title: Re: Last map you played
Post by: Puritan on April 06, 2018, 08:08:43 PM
^ Thanks a lot, Forge.
This map is deserving a desent point of view  :)

Title: Re: Last map you played
Post by: Forge on April 09, 2018, 04:15:30 PM
Fly DukeAir
Neil Munday (Punisher)
7 October 1996

An airport styled map.

The airliner Duke is a passenger on is shot down as it's making its approaching to an airport, causing it to collide with a terminal. Duke has to exit the remains of the craft, climb through the wreckage, and deal with the aliens that have taken over the facility.
It's an okay looking level; nothing too eye-catching, nothing too sloppy. There are some simple mistakes with sizing and texturing, and shading can be a bit sporadic, but generally it's put together fairly well. A little more detailing and a bit more of a variety in texture usage could have really made the level stand out, but as it is, it's adequate enough to get by on.
Game play is a key card hunt. The layout is mostly linear with some variance provided in the floor-plan to explore around in, but it's not too complex or difficult to figure out. Finding the yellow card can be a bit tricky though. The wall texture of the door it's behind blends in with the adjacent walls. Only the markings on the floor really indicate that there's something at that location to investigate.
Battles with aliens is set up pretty logical and consistent. Enemies occupy certain areas and key locations, and respawns are present during most instances of backtracking. The only thing semi-annoying is the large amount of tiny slimer eggs. They're too small to shoot or boot, and by the time they're seen they're hatching, so pipebombs are less effective when dealing with them.
The player's experience will mostly be dictated by the amount of side-stashes that are found. If most of them are discovered, they'll be over-armed and near maxed on health. The fewer caches found, the more balanced the map is. Too few discovered and the map will be pretty difficult. More fun than lost luggage.

Overall I'd give it a 73
Title: Re: Last map you played
Post by: Forge on April 10, 2018, 04:05:37 PM
LA GUERRE DE L'ESPACE
Guy Lecocq
9 May 1997

An EDF space station styled map.

Duke is held prisoner and must break out and make his way to an escape pod. The layout of the map is three forks off of a main hub. The player enters the hub via one spoke from the prison cell and explores the other two in a sequential key car hunt. The level itself is pretty basic in construction, detailing, and architecture. Other than a few odd texture choices, that's pretty simple as well, but the shading is done well. A denser application of ambient sounds would have really boosted the atmosphere.
The puzzles fit with the appearance, as they are pretty straight forward and basic as well. Getting the blue keycard can be a bit tricky though. It's on a moving sector slotted behind a wall. Hitting a series of buttons and switches is supposed to bring it to an open davit where it can be collected. It doesn't quite go all the way to the end of the track, so some rubbing up and down against the wall where it stops will usually provide the necessary proximity to it in order for a successful collection.
What makes the level worth playing is the combat, it's a nice variety of weapons and aliens across a few different scenarios and settings. Ammunition is plentiful, and so are the enemies. More fun than fruitcake.

Overall I'd give it an 80
Title: Re: Last map you played
Post by: Forge on April 11, 2018, 03:44:59 PM
House of Pain
Alex JV. (Kneiiden)
23 February 2016

A Quake3 map, DM2, one of the few ones that can be done properly for playing duke. It's a small map, good for 2-4 players and fast enought. It was filled with weapons to keep the action up and the autoclosed door was removed for the same reason. (Quake 3 version had only 3 weapons and autoclose door cant be opened by shooting on duke properly enought). Also, since the map is filled with many columns structures that may interfere on a fast movement and stuck players, many blocking "invisible" walls were created to keep people movement smooth while playing.
Title: Re: Last map you played
Post by: Forge on April 12, 2018, 04:53:52 PM
Urban Assault Space Level
Rob Wijkstra (HighWire)
25 April 2002

This level was originally for the cancelled Duke3d TC 'Urban Assault'.
A lunar mine styled level.

It's a pretty short and basic map. There's not a lot to it, a shuttle launch bay, some mine tunnels, a control center, a lab, crews quarters, and a warehouse. The construction is simple and clean, and the texture set is typical for moon bases and alien hive.
Game play is a key card hunt. Basically enter a room off the control center hub, grab the key, unlock another room, grab the key; repeat until complete.
This was supposed to be the boss map at the end of an episode, so as a stand-alone level a few issues may occur, depending on variations in game play. There are no healing items in the map, so be prepared to suck toilet water. Weapons and ammo are extremely limited. Bullet management is a must if you're going to have enough to kill off the boss. Avoid confrontation with enemies, if at all possible, and use kicks and the environment, like door crushes, when the opportunities arise. It's not easy, but it's doable. More fun than a bread and water diet.

Overall I'd give it a 72
Title: Re: Last map you played
Post by: Duke64Nukem on April 13, 2018, 05:38:50 AM
Yeah nice to see some reviews coming in.
Title: Re: Last map you played
Post by: Forge on April 16, 2018, 02:01:48 PM
REDNECK DUKE
JON HUNT
1 June 1997

A small town corner store and warehouse inspired by Redneck Rampage.

The game-play premise is switches. A lot of switches. Find the switch, throw the switch, now find the door that opened so the next switch can be located and thrown. The layout is pretty linear, and several sections require quite a bit of travel back-and-forth over the same turf, but there are some respawns to keep Duke company and guide him on where to go. Generally it's a pretty easy map to figure out with the exception of one hidden switch at the beginning of the level. It's a bit unfair to hide something necessary for progression behind a hidden door in a fireplace, but the accessible areas at that point are pretty limited, so patient players would probably find it.
Aesthetically the map isn't overly impressive. It's not very detailed, and the architecture is pretty simple, but the use of the redneck textures and some strong shading help give it just enough atmosphere to provide depth. Some redneck ambient sounds could have really helped with the immersion.
There may be a generous supply of health and ammunition, but the fire-fights are still decently scripted out to make the experience mostly enjoyable. Just don't expect a huge challenge, this is more for casual play. More fun than mud.

Overall I'd give it a 80
Title: Re: Last map you played
Post by: Forge on April 17, 2018, 06:28:02 PM
Space 1999
David McIntosh
15 December 1996

An EDF moonbase themed level.

Visually the map isn't all that impressive. Big walls of texture with no trim work or detailing, almost no shading, and some over-sizing. The payoff is the layout and combat.
The floor plan spans back and forth across a central chasm at varying elevations. It passes through control rooms, communication centers, a space shuttle hanger, various caverns, caves and channels cut into moon rock.
Duke is armed with multiple weapons and a fair amount of ammunition to face off against a variety of aliens. The challenge is the scarcity of healing items. There's enough to get through if managed properly. More fun than a vacuum cleaner.

Overall I'd give it a 73
Title: Re: Last map you played
Post by: Forge on April 18, 2018, 04:33:19 PM
Dukenstein Revisited
Duke64Nukem (kamikaze Nukem)
26 November 2014

A medeval castle styled map.

Duke must make his way through a short forest, infiltrate a keep, and kill all the aliens doing nasty alien things in a fireplace. Aesthetically there's not a lot going on in this map. Detailing is sparse, architecture is minimal and blocky, and there's a lot of open empty space. At least the texturing is decent, and the shading is done well.
The level is mostly about wandering around trying to find real doors and an occasional key card. That, and shooting aliens. There are lots of aliens that need bullets. Quite a bit of the first portion of the level consists of sniping aliens with the pistol and living to tell about it. That's the only weapon given, and there's very little health to be had. Luckily the arsenal does pick up a bit to speed up progress, and restoration items get more frequent. More fun than an empty milk carton someone put back in the fridge.

Overall I'd give it a 80
Title: Re: Last map you played
Post by: Puritan on April 18, 2018, 08:34:06 PM
Excellent, Scott.
Thanks a lot  ;)
Title: Re: Last map you played
Post by: Forge on April 19, 2018, 04:26:14 PM
Duke Canyon
John Mooney
1 June 1996

Simple little dukematch level, nice size for 2 people, gets crowded with more than 4 or 5.  Lots of opportunities to be sneaky :). It's not very complicated but I put a lot of work into making it look nice.
Title: Re: Last map you played
Post by: Forge on April 20, 2018, 04:42:35 PM
Duke City Remastered
Jesse McCree (StarCraftZergling)
23 October 2016

An Earth city styled map.

The level is designed to be played in different modes, so some areas are more favorably designed to be dukematch areas, some are best for single player, some combat scenarios are best suited to co-op.

The initial location is a city block around a central park. There are a couple buildings with stacks of weapons and ammunition and most of the surrounding buildings with interiors are just there for exploring, or usage for Dukematch. Triggering the alien invasion respawn in the park is definitely geared towards co-op, as setting it off in single player is pretty much suicidal.
Visually, some of the sprite-work has clipping and disappearing issues, but otherwise the entire city section is decently constructed and detailed.
The actual single-player mission involves using teleportation chambers to visit multiple locations with various themes that range from Doom, to original Duke3D, to previous maps made by the author. Just be sure to load up on weapons and ammunition. A couple sites are mostly harmless, while others are packed with aliens.
Once in these locations a button must be found. Most are out in the open, or involve some minor puzzle, like keys, or raising platforms. In one, the player is expected to have certain video game and cartoon trivia knowledge in order to solve a multi-button puzzle. Not everything is universally known, so *spoiler*: if you don't know stuff about pokemon, minecraft, or other various subjects, the answers are Link, 2011, Pauline, Rush, Tails, Arceus.
Once all the buttons are activated another teleport pad becomes available between the movie theater and the teleportation station. This takes the player to a large open sporting area courtyard with an alien dropship; thus a huge battle ensues. Definitely a co-op battle of ridiculous proportions due to lack of healing items, but it can be done solo using a couple different strategies. More fun than touching a stove burner to see if it's hot.

Overall I'd give it an 80

Title: Re: Last map you played
Post by: Forge on April 22, 2018, 04:07:25 PM
Dukenow
Ady
17 March 1999

A dukematch in a library. Lots of aliens. Lots of weapons and ammunition. Only a couple healing items in a few secret locations behind hidden doors.

Title: Re: Last map you played
Post by: Forge on April 23, 2018, 03:26:25 PM
Station 61
Anna Ahlstrom
2 March 1997

A resort space station.

The map is primarily for DukeMatch, but has some single player elements. Mainly aliens, a key card with lock, and an exit button. Aesthetically it's interesting. The architecture and detailing are good, it has a few ambient sounds, and there is a plethora of palette applications. The down side is the complete lack of shading and the mostly open floor plan that is good for multiplayer, but tends to lead to a lot of aimless wandering in single player.
Again, the primary purpose of the map lends to there being more firepower and healing items than is necessary for the enemy presence, but it can be fun to find the most powerful weapon at hand and just lay waste to some baddies. More fun than aroma therapy.

For single player purposes I'd give it a 73
Title: Re: Last map you played
Post by: Forge on April 24, 2018, 03:40:00 PM
DUKESKI
Steve Wiggins (T Wigs)
30 March 1997

An earth city styled map.

Duke is supposed to make his way through town to reach a space shuttle launch pad in order to catch a ride and rendezvous with some aliens for an orbital date. Unfortunately other aliens are jealous and are trying to stop him.
This map is a mix between pretty good and a hot mess. On one hand some areas are nicely detailed, have strong shading, and look nice. There are quite a few ambient sounds and the scenery changes up often to keep the player interested. On the other hand, there are several open empty areas with little going on and with simple texturing and structures. There are also several invisible blocking walls, and most serve no purpose because the end of the street is pretty much right beyond it. In one instance, the invisible wall doesn't cover the entire street and sidewalk section, so the player can walk right past it and around the corner to the dead end. They also get to set off a one-time sound in the out-of-bounds area for their effort. So bonus.
The layout and premise are also a mixed bag. It's a key card hunt. The yellow key is unnecessary. It unlocks the lower floor of a control room. The blue key is incredibly hard to find as it's behind an unmarked wall with a desk placard as the only clue. The blue key is also supposed to be necessary, but isn't. It opens an elevator door on the lower floor of the control room, but upper floor of the building can be access by jumping off a set of crates conveniently stacked high enough and placed right outside the upper floor's window. If you're curious enough to drop down to the lower section to see what's there and haven't used the yellow key yet, you could get stuck, or you could jump onto the blue lock, which is a blocking sprite, then jump back up to the top floor balcony.
The floorplan is an open world with a plethora of areas that are basically optional, but they do reward the player with supplies and weaponry. Weaponry is one of the top priorities when starting off because this map has a continuous flow of liztroops, pigcops, and enforcers. Just about every new area explored spawns more enemies to block your path back the way you came, so the action is fairly constant. That's pretty much the best thing about this map. More fun than cul-de-sac.

Overall I'd give it a 73
Title: Re: Last map you played
Post by: Puritan on April 24, 2018, 06:29:17 PM
You're keeping me busy, sir  ;D
Much appreciated.
Title: Re: Last map you played
Post by: Forge on April 24, 2018, 06:41:38 PM
i hate when I don't catch grammar errors until it's too late

"make his way through town to get reach a space shuttle" ?

Who's 'reach', and why is Duke trying to get him a space shuttle?  :P
Title: Re: Last map you played
Post by: Forge on April 25, 2018, 04:40:44 PM
The Courtyard
Drek
23 January 2014

A fun DM map for 2 - 8 players. Shotguns, and chainguns mostly, the map also has 2 Devastators, an RPG, and 1 box of Pipe Bombs. An atomic health and 1 medkit with a few health boxes scattered around.
Title: Re: Last map you played
Post by: Forge on April 25, 2018, 04:49:58 PM
You're keeping me busy, sir  ;D
Much appreciated.
summer means summer things outside, so I'll eventually give you a break.  8)
Title: Re: Last map you played
Post by: Forge on April 26, 2018, 04:34:46 PM
Dukeski2 Spaced Out
Steve Wiggins (T Wigs)
19 June 1997

An EDF space station styled map.

Duke arrives via earth shuttle and must make his way to the alien's shuttle craft to commandeer it. The premise of the map is to search until the yellow key is found, then search until the yellow lock is found. It's an open floor plan, so depending on the direction the player chooses, either the majority of the station, or barely any of it, will be explored before the two matching yellow objectives are located. Most of the optional areas have the weapons and supplies Duke needs in order to survive the journey, which means they're not a waste of time to explore. There is a blue key, which isn't really necessary. It unlocks an armory, but the rest of the station has generous amounts of weapons and health, so not gaining access to that room doesn't really matter. The red key is in a nook directly across the hall from the red lock, making it only a matter of going through the motions of grabbing it then turning around and using it. Otherwise, with the exception of a couple of switches that drop nearby barriers, everything is accesible without any puzzles.
The design is decent, but there are some odd flaws. Mostly to do with non-hittable, but blocking glass and invisible exterior viewports. Having aliens shoot at you from different sections of the space station through windows and ports is a bit silly, but at least Duke can shoot them back. There are also instances of the expander being presented instead of the shrinker. The expander is not a collectable weapon.
Aesthetically the visible exterior portions are a bit flat and plain, but the interior sections are decently constructed, shaded, and detailed. A few odd texture and sprite choices are used, like pay phones on a space station, but generally it's done well. Some ambient sounds and a few lighting effects help give the whole thing some depth.
Quite a few aliens are generously sprinkled throughout the level, along with some rather random respawns. It keeps the action constant and encounters unexpected. It will only get dull if you like to run up and down the same corrifdors multiple times. More fun than a game of Marco Polo in the ocean.

Overall I'd give it an 81
Title: Re: Last map you played
Post by: Forge on April 27, 2018, 04:20:24 PM
Go Duke Go!
Arjen Schouten
19 July 1996

It's an alien-looking DukeMatch level with a nice 'control-center'(find out for yourself!)
Title: Re: Last map you played
Post by: Forge on April 28, 2018, 04:19:29 PM
Dukeski 3
Steve Wiggins (T Wigs)
17 August 1997

An EDF moonbase that's been taken over by aliens.

The aliens have converted a large portion of an old lunar base to suit their native habitat, but left a few sections un-morphed. Mostly the computer consoles, some control rooms, and a terran garden habitat are left untouched. Aside from those earthly human amenities, the map is full of colorful glowing walls and alien-esque browns and greens. The kaleidoscope of colors, and the strong shading in most areas, allow for players to easily be immersed in the atmosphere. The only oddities seems to be random ambient sounds and Duke talk that feel slightly out of place.
Game play is a straight forward key card hunt. The blue key isn't really necessary, as it opens up a small armory, but the supplies are pretty helpful at that early stage of the map. The red and yellow keys are needed to advance deeper into the base and are collected easily enough. The only curve ball might involve taking the wrong branch at a fork in the road, then having to backtrack. It's not a huge distance, so it's not too bad. There are also a few optional side rooms and paths that aren't necessary to complete the map, but they usually hold rewards for the player's effort to clear them.
Aliens and supplies are pretty consistent and constant. The level has a lot of fighting, but it's not unfair, and Duke is adequately armed; even if the non-collectable expander is provided instead of the shrinker. There are some weird respawn triggers that might have you wondering why at certain locations and not at others. Not exactly where you'd expect them to be, so that's probably why.
The only downside is the boss fight at the end. The battle is okay, but it's set up wrong and with some effort it can be messed up. The boss is supposed to be in a pit that rises to a pedestal after the player gets close enough. The way it's made, it works in the opposite direction as intended, so the boss will actually sink into a pit if it doesn't wake up and walk off of it beforehand. This also triggers a ceiling door farther back in the map to drop. Technically the player can prematurely wake the boss, lure back into the map, then return to the pedestal room and make the door drop, thus separating the player from the boss, and now the map can't be finished. But like I said, you have to work at it to make that happen. More fun than crochet.

Overall I'd give it an 84
Title: Re: Last map you played
Post by: anvil on May 05, 2018, 09:07:56 PM
Played "Army Campaign" (https://steamcommunity.com/id/olipro/myworkshopfiles/?appid=225140), a 4 level pack by Olipro, and enjoyed it: good gameplay and design, lots of action.
Title: Re: Last map you played
Post by: Forge on May 08, 2018, 02:57:59 AM
Dukington International
Spaghett
8 October 2016

An airport styled map.

A pretty large and extensive level with areas ranging from control rooms, to security cells, to terminals, to shops and restaurants, to mail and package facilities. Aside from weak shading in some areas and a bit of over-sizing with some of the construction, the level is fairly well designed and detailed. A few locations may seem to be a bit too wide and large, but that's usually to accommodate the significant amount of aliens occupying the site and to allow the player the ability to move around without getting pinned in a corner.
Game play is a key card hunt. The layout usually loops back on itself providing a logical and convenient linear path which deposits the player next to the lock after they've collected the matching key. This may hardly be noticed considering the constant and persistent amount of aliens around every corner and repopulating areas already cleared. There's a good amount of health items and a variety to the weaponry, but ammunition for each gun fluctuates causing the player to switch often. More fun than a six hour layover in Newark, New Jersey.

Overall I'd give it an 88
Title: Re: Last map you played
Post by: Forge on May 09, 2018, 10:47:27 AM
Vinyard
Eric Carl (asbestos)
4 January 1998

I was bored one day and said, "Hmm...I think I'll try my hand a Dukematch map." So, I did. My usual dukematch maps consist of...a room. That's about it, usually with some little trinkets here and there to spruce it up. So, I decided to try a map that was a bit more complex, and actually had some thought in it. This one is mainly in a kind of gothic/church setting. My first time trying one like this.
Title: Re: Last map you played
Post by: Forge on May 11, 2018, 04:02:33 PM
THE YARD 3
Marc Wagner
29 October 1998

This is Levelplex's 8th map. Designed for DM play on the net and modem with 2 or more people
Title: Re: Last map you played
Post by: Puritan on May 11, 2018, 05:33:17 PM
^Great, thanks  ;)
Title: Re: Last map you played
Post by: Forge on May 14, 2018, 03:36:43 PM
Indiana Duke
Mr.Flibble
24 September 2011

An underground cave system with an alien hive.

The level contains two primary sections; caverns with an occasional mine-shaft element, like support beams, and an alien base with hive elements, such as a human woman processing room and an egg hatchery. Other than some sector-over-sector hall-of-mirrors glitches in the main large cavern the map looks pretty good. The texturing and shading are done well, and the architecture is nicely constructed.
The layout and design are decent for the most part. The primary method is to present the player a forked path; one direction dead-ends, the other holds a switch to open up said dead-end. The distances are fairly short so the hassle of back-tracking isn't that much of an issue, but some respawns could have helped keep the action going a bit more consistently. The only hitch in progression is noticing the semi-transparent bridge to cross the top of the large cavern to get to an opened door.
The map's balance is tipped in Duke's favor as he's given some pretty heavy firepower in relation to the number of enemies in the level, and there's more than enough healing items provided throughout. The aliens that are present are well placed and it's still a good bit of entertainment clearing out each section. More fun than a case of black-lung.

Overall I'd give it an 83
Title: Re: Last map you played
Post by: Forge on May 16, 2018, 03:55:23 PM
3dcity
Steven Hagg (Albin Andersson)
11 October 1999

Dukematch city level whith a statue, a bank and some shops. 2 or 3 players recommended.
Title: Re: Last map you played
Post by: Forge on May 17, 2018, 03:51:01 PM
Bunker-X
David Sorensen
7 December 1999

An underground EDF rocket launching facility.

There's nothing too fancy or over the top in this map. It's pretty minimal with its texturing, detailing, and architecture. It may be a bit basic in the aesthetics, but it is pretty clean in its construction, and the author makes use of ambient sounds. The only real down-sides are the short length and the abrupt ending.
Game play is a straight forward key card and button hunt. Nothing's hidden or out of the way, and the only hitch in flow is figuring out which door in the main hallway unlocked. Since the doors are fairly close and half of them have colored locks, it's not rocket science finding the opened portal. Duke starts out minimally armed and has to fight a few enemies until the armory room is achieved, afterwards the balanced is tipped in Duke's direction. Especially if the secrets are found.
There are only a few kinds of aliens present to put up resistance, but they're well placed, and the few spawns compliment them instead of being annoying ambushes. More fun than carbon monoxide poisoning.

Overall I'd give it a 78
Title: Re: Last map you played
Post by: Forge on May 22, 2018, 04:28:55 PM
BOYARD
16 December 1998
Peter Kucera

An island prison styled map.

The map consists of a divided courtyard, a sewer system, and a terrace with multiple doors. It's a basic map in detail and design; pretty much just a series of single rooms around a large hub. It has a few sounds, simple wall shading, and minimal amounts of architecture. It's not completely devoid of ambience, but there's not a lot to give it depth either.
The draw of the level is the puzzles. Each room has it's own unique puzzle to solve, whether it be a math problem, weaving through a maze of tripmines, or just simply figuring out where it's safe to walk. The reward is a switch which opens the next room and the next puzzle. Keep an eye out for other clues along the way which provide a letter to the huge alphabet button puzzle at the end. If you get stuck, the name of the map is the final clue. More fun than algebra.

Overall I'd give it a 79
Title: Re: Last map you played
Post by: Forge on May 23, 2018, 03:58:50 PM
NEW DUKE CITY
Dennis Collins (starcraftzerg)
19 June 2014

An earth city styled map.

The architecture and detailing are very well done, but the shading is pretty weak in most places and there's hardly an ambient sound. Those few extra touches could have made the level very atmospheric and immersive instead of feeling a bit too washed and vacant. The design and various locations do help give it depth though.
Duke starts out in an airport and must figure out several clues to unlock the Mission Impossible Building in order to kill the alien boss hiding within it. Not a very easy task.
The player starts out barely armed and the map is packed from one end to the other with aliens. A ridiculous amount of aliens. So run a few laps around the ciy to wake them all up and give chase to Duke. Eventually enough of them will shoot each other to thin the numbers to a manageable amount, provide enough ammo drops in order to be able to fight back, and give enough breathing room to open the 8 button puzzle to the gun store. Stop by the burger joint in the airport to replenish health and also search the rest of the facility for the clue to opening the weapons shop if you haven't found it yet. After this issue is dealt with it just a matter of surviving through the large respawns that frequent primary locations throughout the level. There are plenty of weapons, ammo, and health to survive it all, just don't get caught in any cross-fires.
The map itself is an open world and it's premise is to wander around randomly until key cards, buttons, and switches are found. Most large button puzzles have clues somewhere. Most keys, buttons, and switches serve some purpose. Though not everything is obvious as to what it does. More fun than a flea infestation.

Overall I'd give it an 81
Title: Re: Last map you played
Post by: Puritan on May 23, 2018, 07:31:57 PM
^ Man, what a mayhem....200 liztroopers or so in the welcome party  :o
Title: Re: Last map you played
Post by: Forge on May 24, 2018, 03:38:32 PM
Duke Royale Remake
arzca
4 September 2016

An earth city styled map.

It's a remake of Duke Royale,from the PSX exclusive episode "Plug and Pray". As far as the recreation aspect goes, it's pretty accurate. As for the level itself, including the original, it's a pretty plain map with very minimal dealing and blocky architecture. The texturing is done with a huge paintbrush; basically just filling in large sections completely with the same tile. The shading is hit or miss, and there are very few lighting effects or ambient sounds to give the level any depth. The map isn't completely devoid of atmosphere, there are a few highlights like the underground garage, but they are the exception, not the rule.
As a stand-alone level, it's pretty tough. There are quite a few aliens and very little fire-power. Enough to get by on, but the infrequent encounters with healing items is what really makes the map a challenge. Otherwise it's a pretty straight forward key card hunt. More fun than solo strip poker.

Overall I'd give it a 78
          
Title: Re: Last map you played
Post by: Forge on May 25, 2018, 04:24:50 PM
Kbbowlme
Kodiak Bear
21 August 1998

A bowling alley themed map.

The level consists of a bit of parking lot and the bowling alley structure itself. While it does have issues; like the lack of shading, some over-sizing, and being short in length, it makes up for it with nice detailing, good texture combinations, good usage of sector effects and ambient sounds, and some pretty well set up combat scenarios.
Find the one key card and head straight for the exit, or snoop around a little and get well armed. Either way its pretty entertaining. More fun than cotton socks on a freshly waxed floor.

Overall I'd give it a 78
Title: Re: Last map you played
Post by: Forge on May 28, 2018, 05:35:46 PM
Urban Duker!
Roel Noorman
12 June 1997

An urban dukematch level. Lots of sniper spots and secrets. It is relatively small so you don't spend half the time looking for each other.

Title: Re: Last map you played
Post by: Forge on May 29, 2018, 03:17:59 PM
San Duke Nukem
Félix de la Concepción (de la Cuerda)
9 March 1997

Designado únicamente para DukeMatch. Recomendado 4-8 jugadores para máxima diversión.
Title: Re: Last map you played
Post by: Puritan on May 29, 2018, 05:52:12 PM
^Thanks a lot, Scott.
Now, we've reached 1300 maps in the repository.
Still quite a few in my pile though  :D
Title: Re: Last map you played
Post by: Forge on May 29, 2018, 07:15:33 PM
I'm going through all my maps to see if there's anything worthwhile.
Especially DM maps, which I've mostly ignored, unless they were by a known and popular mapper.

But between computer issues with my psu & testing some things out for people, I haven't had as much time or opportunity as I'd like.
The things I've been submitting lately are items I stockpiled over a month ago. I'm almost out.
Title: Re: Last map you played
Post by: Forge on June 01, 2018, 04:51:32 PM
Purple Duke 1
Chris Villarreal
20 June 1996

Doom levels have been done to death so I tried to use Build's strengths ( level over a level, etc.) I think you will enjoy the result.  Two player is great, 3+ rocks.  The doors on the level are opened/closed with the switches, and do not shut automatically.
Title: Re: Last map you played
Post by: Forge on June 04, 2018, 03:12:59 PM
ARAB CITY
Lado Crnologar
30 September 1996

This map was build with extreme dukefights in mind. It has the environment based on Navy Seals movie (starring: Charlie Sheen, Michael Biehn). Many of 'Lebanon' structures, there is also a tank, dark places, beach with a bar, great sniper spots, an army shop(!), missile l. boat (literally!) etc... Try it out with your friends, I'm sure you're gonna love it.
Title: Re: Last map you played
Post by: Forge on June 05, 2018, 04:00:04 PM
Bunker
Chris J. Goetz
12 July 1998

An underground EDF styled bunker based on a Goldeneye 007 level.

It may be just a simple series of corridors and rooms, but it's put together well enough with a reasonable amount of detailing and good texturing to give it a decent atmosphere. Some more ambient sounds and a more prolific use of shading would have helped, but it's fine enough with what it has.
This map is pretty much a survival journey. Find enough weapons, health, and ammunition to make it through the phalanx of aliens and reach the outside exit. One wrong turn, or room entered when not properly armed, is almost certain doom. The player can survive by running, but eventually the overwhelming numbers of enemies chasing Duke around will catch up to him and put him in a corner.
There is one red key which gives access to a room containing a switch. The switch opens a weapons stash later in the level, so while helpful, isn't really necessary to complete the map. More fun than army ants.

Overall I'd give it an 80.
Title: Re: Last map you played
Post by: Forge on June 08, 2018, 04:28:46 PM
City at War
Joce Charland
13 August 1996

A city level. You can go in and out of buildings, plenty of weapons and ammo, lots of sniper spots, and enough RPG's for a blood fest.
Title: Re: Last map you played
Post by: Forge on June 09, 2018, 04:42:18 PM
CityLife
Adam
25 June 1996

A street with a few shops and a subway-like track around its exterior perimeter. It's not very big so it's probably best for around 4 players.
Title: Re: Last map you played
Post by: Forge on June 11, 2018, 12:57:12 PM
CITY_DM
Jason Lee
17 February 1997

A skyscraper rooftop Dukematch. Space and mobility might be an issue with more than 4 players. There's room, but the layout might be prohibitive.
Title: Re: Last map you played
Post by: Forge on June 12, 2018, 04:31:11 PM
Bunkerd
Dinavix
2 February 2003

An underground military styled bunker. It's pretty large, so the more Dukematch players, the better.
Title: Re: Last map you played
Post by: Puritan on June 13, 2018, 05:32:00 PM
^ Excellent, sire  :)
Title: Re: Last map you played
Post by: Forge on June 14, 2018, 04:37:34 PM
The Alien City
Mark Weagel
10 April 1999

A city styled map.

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

Overall I'd give it an 84

Title: Re: Last map you played
Post by: Forge on June 15, 2018, 03:03:29 PM
CITYII
Jean-Marc Gruninger
22 August 1996

An island city.

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

Overall I'd give it an 87
Title: Re: Last map you played
Post by: Puritan on June 15, 2018, 08:43:57 PM
^Nice find, man  :)
Spent some 40 minutes with this one.
A challenging map it is. Especially when it picks up towards the end.
Title: Re: Last map you played
Post by: Forge on June 18, 2018, 02:52:06 PM
EduBridges
EduCatOR
22 February 2014

This is a port of a classic Shadow Warrior user map, called Bridges by Taz_maniac. 'Complex network of bridges in a forest. It takes a little exploring to get used to but quite fun and challenging. Based on the famous mojodojo series.'
Title: Re: Last map you played
Post by: Forge on June 20, 2018, 03:42:39 PM
Dennis' level
Dennis Kupper
4 May 1998

A city block themed map.

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

Overall I'd give it an 81.
Title: Re: Last map you played
Post by: Puritan on June 21, 2018, 12:40:18 PM
^ Quite good map really, except from the boss ; he got trapped in a corner not able to "defend" himself  :D
Title: Re: Last map you played
Post by: Forge on June 21, 2018, 03:11:39 PM
Dennis' level (Multiplayer)
Dennis Kupper
5 June 1998

special DM version of city3m.map (city3m originally was a SG level with DM-starting positions)
Title: Re: Last map you played
Post by: Forge on June 22, 2018, 03:43:45 PM
city suicide
David
12 January 2004

A city styled map.

Duke starts out on one side of town, must make his way through a subterranean factory and storage facility, some underground caverns, a meso-american cliff dwelling, then to the other side of town. All in order to grab a couple burgers then leave. Might as well kill some aliens along the way while he's at it.
A fairly decent looking level, it does have some sizing issues and a few cramped spots. Shading, as well as detailing, can be spotty, but the texturing and architecture are pretty solid. The author also makes use of some ambient sounds and sector effects to give the level some immersion and interaction.
The map is primarily a series of keys and locks. Nothing too complicated, just use a key, find the next key, seek out a few supply stashes, and move on to the next location. There's a good amount of firepower and aliens, and the healing items are spaced out enough to give a little bit of challenge. More fun than cleaning a grease trap.

Overall I'd give it an 85
Title: Re: Last map you played
Post by: Forge on June 25, 2018, 03:52:53 PM
FEARCITY
Dave Pitts
15 November 2004

A city styled map.

Aside from a couple texture choices and alignment issues, along with the need for a few more ambient sounds, the map is put together nicely with good solid shading and architecture. The elevation and scenery are constantly changing. Duke drops down shafts into sewers or underground tunnels, moves through streets, negotiates control rooms with machinery and a warehouse, swims through water pipes, and navigates through apartments. There are some minor logical flaws; like a second story garage with doors that would open to nothing, and a manhole dropping the player into a tunnel a block away, but otherwise it's designed fairly well.
The layout starts pretty linear, but in short order it becomes a maze of lifts, ventilation shafts, tunnels, rooms, and portals with doors sealing the player into moving in one direction. It can get quite confusing initially because of the number of directions the player can chose from, but once everything is properly explored out, the loops and forks become useful for getting from one location to the next in the most efficient way.
Game play is a key card hunt, and the cards are very well hidden. The difference between a smooth game and some serious frustration is a matter of stepping in the right sector to reveal the blue key, and noticing the obscure button to reveal the room the red key is located in. The blue key isn't that hard as there are supplies in the sector with the touchplate to lure the player onto it. The bloody-hand button can easily be passed by. The yellow card, stashed in a pillar near the hidden switch that raises the panel concealing it,  isn't necessary to finish the map, but does provide a couple extra supplies. More fun than sinus congestion.

Overall I'd give it an 82
Title: Re: Last map you played
Post by: Forge on June 26, 2018, 02:52:20 PM
FELICITY
Vandclash
6 February 2017

This is a recreation of the map FELICITY from Perfect Dark Nintendo 64. Enjoy!
Title: Re: Last map you played
Post by: Forge on June 27, 2018, 04:33:41 PM
The Lost City
Scott Haslam (Dagger)
17 November 1996

A subterranean temple ruin.

The level consists mostly of underground caves and tunnels, some man-made mine-shafts, others are natural with rivers and open grottos filled in by archaic stone and plaster buildings.
Visually it can be a bit flat; the textures blend together into dull greys and browns, there's very little trimwork or detailing, and shading is strong in some areas, but missing or lacking definition in others. The architecture is pretty solid though, the elevation varies quite a bit from all the rock climbing and river crossings, and there is a healthy application of ambient sounds, so it's not totally void of atmosphere.
Game play consists of following a linear path, finding and throwing switches that open new passages that lead deeper into the cave system, and dealing with the aliens lurking amoungst all the ruins. A few things need to be blown up that aren't immediately obvious, but otherwise it's a pretty straight forward shot from start to finish. More fun than a fedora.

Overall I'd give it an 81
Title: Re: Last map you played
Post by: Forge on June 29, 2018, 05:20:58 PM
MoreCity
Jason McLauchlin
17 March 1997

A city styled map.

It's a fairly large sized map that takes up a couple city blocks and has several buildings to explore. It consists of typical locations, like a fitness club, a parking garage, a furniture shop, a power station, and a few other various sites. It's construction is sporadic and inconsistent; it has blocky architecture with often over-sized objects, the shading is minimal in most locations, and the detailing is pretty sparse. It does have some pretty decent looking locations though, such as the bar, the mini-golf course, and the alien hive section.
The objective is to randomly wander around town looking for keys, locks, and a set of three combinations to get to the final lock. The aliens have set up barriers at multiple points in the street, and have barricaded themselves inside most of the buildings. The combat escalates quickly and is sustained throughout the majority of the level as the player has to take the town street by street, infiltrate each building, and shoot up the enemies within. Along the way be sure to keep an eye out for the pieces of solution to the nine button puzzle. After using the yellow key there's a lull in the action as Duke has to navigate a ventilation shaft maze. It's not hard, but not very exciting either. At the end of the twisty path the player is presented with an option for an easy exit, or a difficult one. The boss fight, while not challenging due to the amount of supplies given, is set up pretty nice. More fun than pickle juice.

Overall I'd give it a 78
Title: Re: Last map you played
Post by: Puritan on July 01, 2018, 11:54:09 AM
^I'm getting old...
Had some problems finding the initial keycard.
Aside from that; a pretty decent map from back in the days.

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

My schedule over the next few weeks is only going to get more full with family coming in from out of state and the need to get yard and house maintenance done while the weather is favorable.
Title: Re: Last map you played
Post by: Forge on July 02, 2018, 03:59:27 PM
OUR CITY, THE FIRST CHAPTER
Richard Racicot and Eric Lancheres
15 October 1996

A city styled map.

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

Overall I'd give it an 80

Title: Re: Last map you played
Post by: Forge on July 03, 2018, 03:11:55 PM
Urban Takeover
James Duncan
27 January 1998

A city styled map.

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

Overall I'd give it an 87
Title: Re: Last map you played
Post by: Forge on July 04, 2018, 04:19:09 PM
TITTYCITY
Artem Nevinchanny (CK games)
20 August 2012

A city styled map.

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

Overall I'd give it a 91
Title: Re: Last map you played
Post by: Forge on July 06, 2018, 03:36:07 PM
Dark Seed
Sanek
12 May 2018

An EDF lunar station styled map.

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

Overall I'd give it a 87
Title: Re: Last map you played
Post by: Forge on July 10, 2018, 04:36:48 PM
Castle of Fear
Robert Carter
25 September 1996

A medieval, island castle styled map

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

I'd give it a 75 from the single-player aspect
Title: Re: Last map you played
Post by: Forge on July 11, 2018, 03:39:57 PM
Castle9
UFO & DRT
11 May 1998

A sky castle with a Doom-esque atmosphere. Would be good for 2 to 4 players.
Title: Re: Last map you played
Post by: Forge on July 19, 2018, 06:05:43 AM
Anybody recognize this map?

I have no template & couldn't find a watermark. Looked around on the web a bit and didn't find this.
So either it is some random, unknown, or this isn't the proper name for the map.
Title: Re: Last map you played
Post by: Puritan on July 21, 2018, 06:57:56 PM
Anybody recognize this map?

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


Just poppin' in from one holiday destination to the next...
Had a go on this one but really can't help you out.
Though it reminds me a bit of Kevin Sipes...maybe a test map before building / releasing "Watergun" ? (edit: not a good guess, I guess...  :P  )
Title: Re: Last map you played
Post by: Forge on August 03, 2018, 12:18:31 AM
CHAMBER3
Unknown
25 July 1996

A large destroyed city. Quite an extensive layout from the tops of skyscrapers, to the depths of underwater channels and broken sewer systems. This map could comfortably handle 8 players. Anything less than 3 and combatants might have a hard time finding each other.
Title: Re: Last map you played
Post by: Forge on August 04, 2018, 03:09:05 PM
Chris Coleman's Ross Lemon Memorial Death Match


An island city.

The map is primarily for DukeMatch, but it does have aliens a couple keys, and an exit button. The level is solidly constructed with strong shading, nice articulate sector work, good texture selections and combinations, and is nicely detailed out. The only knocks are a few of the indoor rooms are a bit over-crowded which hinders movement, and the map is lacking in ambient sounds.
Game play is pretty basic. Find the keys and leave. The red card is stashed in an out of the way location. The blue key is hidden behind a book shelf opened by a hidden switch. Finding it is probably the most difficult thing about the map. Like most Dukematch levels with single player aspects added as an afterthought, the supply-to-alien ratio is heavily in favor of the player. Even if the map is easy to beat, it's still worth a look just to check out the scenery. More fun than a sun burn.

Overall I'd give the singleplayer aspect a 77

http://www.scent-88.com/reviews/C/ccrl/ccrl.php
Title: Re: Last map you played
Post by: Puritan on August 04, 2018, 04:13:17 PM
Thanks a lot, Scott !
Someone actually asked for Chris Coleman maps / reviews in a mail some time ago.
Title: Re: Last map you played
Post by: Forge on August 06, 2018, 03:46:42 PM
Twilight City
Stephano Lessa
7 July 2006

A city and industrial map.

The player starts out in the busing lot of a factory styled facility, navigates through it, and ends up across town in another factory styled facility. The map looks good, it's very well detailed and has strong shading techniques. The architecture and spritework are put together solidly, and there are numerous ambient sounds and sector effects to give it a nice atmosphere. There are some minor downsides to the aesthetics; the entire map, both the factory and the city streets are all done in greys. Everything is gun-metal, stone, or cement. It is nicely trimmed out with some reds, yellows, whites, and blues, but the majority of it is one primary flat color, and that can be a bit dull. Another issue is that a lot of things look like doors, or are non-functioning doors, this can cause the player to spend a lot of time checking to see what does and what does not open. The final obstacle are the switches and buttons. Some are functional, some aren't. Again, more time is spent having to check them all. The map isn't hard to figure out, but it can become a little tedious, especially if you're bent on exploring every nook and crannie for supplies.
Game play is a key card hunt and a shooting gallery. The keys are fairly easy to find, even in the semi-open floorplan of the factory and the city. The gun battles are pretty good until the back-half of the city, then it slows down and becomes a little bit of a drag. I like an occasional turret as much as the next person, but there comes a point when the author is simply abusing them for sadistic purposes. More fun than grape soda.

Overall I'd give it an 86
Title: Re: Last map you played
Post by: Forge on August 07, 2018, 03:22:56 PM
CAVE FEAR
Lado Crnologar
31 August 1996

This map is actually a cave with some interesting sightseeing (sniping!) locations, great dark areas, waterfalls, pools and other cool stuff...
http://www.mediafire.com/file/3s4cv3gnpj79bx4/cavefear.zip/file
Title: Re: Last map you played
Post by: Forge on August 08, 2018, 03:45:52 PM
Military Base (BETA)
Dennis Collins (StarCraftZergling)
8 June 2014

Ultimate Doom's E1M9: Military Base

A prison styled structure. The design of this level is pretty basic. It just a room full of aliens and a key card that opens the next room full of aliens guarding a key card. Repeat. The primary architecture is square, with brown stone texturing. Add in some ooze, brick, colored trim around the locked doors, a few shadows, and you have yourself a Doom map.
Get shotgun, walk forward, hold trigger button down. More fun than lemmings (real ones, not the game).

Overall I'd give it an 81
Title: Re: Last map you played
Post by: Forge on August 09, 2018, 02:42:06 PM
Doom
Tony Man (MANGA)
30 April 1998

Remake of level one from Doom.

It has the same basic layout and enemy placement as the original Doom map, with a few extra aliens and sector effects added in. Liberty was also taken to adjust the texturing to make it a little more colorful, and also give the ambiance just a hint more sense of wear and alien occupation. Stronger shading and more sounds would have been a nice boost to the atmosphere, but it gets by well enough on the pallete and texture combinations.
Game play is a pretty straight forward alien shoot while walking to the finish line. The balance is a bit tight on health and ammo, but fair. More fun than demon possession.

Overall I'd give it a 78
Title: Re: Last map you played
Post by: Forge on August 10, 2018, 03:56:13 PM
The Castleship
Seb Luca
11 December 2017

An industrial styled structure that's been turned into a teleportation transfer station. At least that what it looks like.

Duke starts out in a base camp and must investigate this mysterious structure to discover its purpose; and it is quite an odd collection of steel, wood, and electronic components. It looks like something a steam-punk would make with it's mash-up of old and new. Visually it's well constructed with solid architecture and nice detailing, and the atypical combinations work well together. There are a multitude of effects and navigation challenges, along with a heavy dose of sound effects to give a nice atmosphere. It's only lacking in good, strong shading.
The level is a series of ambushes, obstacles, and puzzles. Hidden panels open and aliens emerge, or they just pop up out of the floor. The player is expected to platform across lava and toxic waste, dodge freezer-ray traps, and hit switches in order to move terraces around so they can access segregated areas. There's nothing really unfair and the player is well equipped. The only confusing part was after using the second blue key that opens into an empty room. It appears to be a dead-end, but there's a small section of false-floor that basically has to be accidentally stepped on in order to progress. More fun than oregano.

Overall I'd give it an 87
Title: Re: Last map you played
Post by: Forge on August 12, 2018, 03:42:04 PM
DoomBOX
Sanek

A canyon styled map.

The landscape is expansive and vast, doubly so because not only are the distances long, the heights of the cliffs and depths of the canyons are large as well. All this open and extensive terrain is just ripe for the exploring. It has it's advantages as well as drawbacks. Especially when the primary means of getting around is via jetpak.
In the beginning there's no real method to it, the objective is to find buttons, and not in any particular order. This lends to some replay value. The downside being that the player may run out of fuel and be unable to reach the stashes of jetpaks high up in the cliffs. Oops. Restart your game and pay more attention. Hope you didn't get too far. Ammo and health are pretty scarce, so it's easy to get into trouble if the player hasn't found any items for awhile. The terrain and huge distances do allow for escapes though. Just watch your back; especially during the frequent large spawn parties.
The second section is a small sea-side town. This is less jetpak involved, but the aliens are more congested and harder to avoid, while supplies are almost non-existent. Complete the island tower and find the switch puzzle to drop the gate to access the next section.
A deep gorge with a military base inside a mesa greets the player in the final leg of the journey. Lots of flying out over a deep drop. Find the keys and get out there. You can acquire a few more weapons and healing items in this section, but you have to live long enough to locate them.
Aesthetically the map is pretty good. It has nice terrain elevation variations, and the texturing is well done, but the vast distances between locations tends to make things look a little under detailed. Huge maps are also prone to lacking strong shading, as the allowed walls go towards primary architecture and structures instead of detailing sectors. More fun than a Red Eye from New York To London.

Overall I'd give it an 85

http://www.scent-88.com/reviews/D/doombox/doombox.php
Title: Re: Last map you played
Post by: Puritan on August 12, 2018, 07:02:43 PM
Well written opinion, sire.
Thanks a lot  ;)
Title: Re: Last map you played
Post by: Forge on August 13, 2018, 04:03:09 PM
Club 97
YVES BRESSON
1 May 1997

This map wasn't made to be cool in single player mode, it was made to be as realistic and beautifull as possible, thus I had to use a lot of sprites and sectors and this makes the level very slow on most computers :( BUT I inserted a simplified version of the map so you can play (a bit) smoother :) The simplified Club97s version is really fun in DukeMatch ! Dan and I played it during 12 hours nonstop ! (damn, we're really crazy !)

There are two versions of the map. One with, and one without monsters. You can play the one with monsters in single-player if you wish; it's quite the fight, but there is no exit.

Title: Re: Last map you played
Post by: Forge on August 14, 2018, 04:51:20 PM
CAVERN
Rick Hager
9 September 1996

A city and subterranean cave system styled map.

The level is well detailed, constructed, and shaded; it's just that there's no real consistent theme. The map starts out in a city, then goes into a subway. From there is moves through underwater caves into a subterranean location with temple-esque structures, then further into a large lava filled cavern. Finally the map moves again above ground, but now it's in a Roman styled arena presumably in the middle of a city. It feels as if two maps were glued together in the middle. At least it keeps the scenery from becoming redundant, and it has aliens in it, so a little suspension of disbelief is going to be expected.
The game play centers around finding key cards. It's a pretty straight forward exercise that uses shrinker puzzles, teleporters, platforming, and ventilation shaft mazes. The aliens are well placed to provided good fire-fight engagements, and the supplies are adequate to maintain uptempo combat. Duke might run a bit short on ammo at the end if he doesn't find every secret stash and decides to take on all the enemies in the arena, but the exit button is always an option. More fun than rug burn.

Overall I'd give it an 82
Title: Re: Last map you played
Post by: Forge on August 15, 2018, 03:08:56 PM
Dukekef's krick
Kevin Cools (dukekef)
19 December 1999

An EDF missile base and orbital station.

The construction and design are a bit primitive in this map. There are over-sizing issues, cramped rooms, doors with odd textures which make it difficult to identify them as doors, sporatic themes such as an apartment building styled location on a space station, underwater transitions that squish the player, buttons that either do unknown actions or just raise a bit of floor for no apparent reason, odd door puzzles that have haphazard solutions, and sporatic detailing with next to no shading. The basics are there; ambient sounds, some architectural trimwork, selective texturing, sector effects, decent alien to supply ratio, and a sense of progression, but it lacks the consistancy and fine tuning it takes to make a good atmosphere. Even the ending feels abrubt and flat.
The level is primarily a button and key mission with an odd multi-door puzzle thrown in. Most buttons unlock nearby doors. Some buttons do useless things, or things that are not immediately obvious. Just hit them and wait for the satisfying beep or unlocked message, then go hunt down the triggered event. More fun than dairy creamer.

Overall I'd give it a 65
Title: Re: Last map you played
Post by: Forge on August 16, 2018, 04:56:47 PM
doome1m3
Dennis Collins (StarCraftZerg)
7 July 2014

The 3rd level of Doom's episode 1: Knee Deep in the Dead.

An industrial-military styled map. The map consists of several control rooms, a couple pools of toxic waste, and numerous stairways and corridors. The texturing is done quite well, but the shading and detailing are pretty minimalist. Combined with only a few ambient sounds, the atmosphere is a bit flat, but that's par for early Doom.
Find a couple switches, a key card, and lots of shooting. There's not a lot of weaponry outside of what's found in the numerous secrets, but there's plenty of ammo to run-and-gun. Aside from the hidden rooms and few side-quest passages, there's also a secret-level exit. More fun than rug burn.

Overall I'd give it an 83
Title: Re: Last map you played
Post by: Puritan on August 17, 2018, 05:18:37 PM
^Quite a slaughterfest on "Come get some"  :D
Title: Re: Last map you played
Post by: Forge on August 20, 2018, 04:33:18 PM
Castle
HoldYourCorpses
4 April 2014

A medieval themed map.

Mostly the small dungeon and outdoor sections are castle-esque. The rest of the map is nondescript mazes and puzzles. There isn't a whole lot to look at. The base architecture is decent enough, but the texturing is done in large brush-strokes making sections look flat and monochrome. There's next to no shading, detailing, or anything else aside from the rain outdoors to give any atmosphere.
The map is primarily about solving puzzles. A few chess-board styled matching the solution-key to the squares navigation type of puzzles, and shoot-the-rockets-through-the-right-teleporter-to-blow-up-a-wall-crack-in-another-room kind of challenges. The puzzles can be messed up, and some will insta-kill the player if they make an egregious error, so it's probably wise to save after completing each riddle.
There are a few free-range aliens hanging around, but most will spawn if the player makes a mistake, or is forced into a certain situation. Nothing too extreme since Duke is loaded with enough firepower to take down a small army. Projectiles are mostly for puzzle-solving, but there are enough rounds to make up for mistakes, mis-fires, and alien splatter. More fun than sokoban.

Overall I'd give it a 76
Title: Re: Last map you played
Post by: Forge on August 21, 2018, 02:56:22 PM
ClubMuleNR
Noldor Ranzo
14 January 2015

This is a map which NR got from some player back in Kali times. It's a rave/disco club with a psychedelic theme. NR adapted the map to enhance the DM experience.
Title: Re: Last map you played
Post by: Forge on August 22, 2018, 02:33:22 PM
Caver
Widowmaker
13 August 2000

Designed for siege.  Get to the control room first and use the booby trap switches to keep your opponent hopping around.

Title: Re: Last map you played
Post by: Forge on August 23, 2018, 04:54:21 PM
Conference Center
One Man Army
16 December 2017

The interior of a conference center styled building.

Other than a few office like rooms and the reception area, the level is a series of conference rooms and small auditoriums connected via several hallways and an extensive ventilation shaft system. The texturing and shading are good, while the detailing and architecture are pretty basic. Ambient sounds and lighting effects are sorely missed in this kind of map and would have really boosted the atmosphere.
The premise is a key card hunt. The first key unlocks multiple rooms and it's a matter of wandering around until the next key is found. This key also unlocks another set of rooms that have to be randomly explored until a specific ventilation shaft is located that lets on to the final key. Basically wander around and shoot stuff. The weapon selection and ammo supply are pretty stingy. Health is also a bit rare. Between those aspects and an annoying behind-the-back-spawn in a small room; it's what gives the map some challenge. More fun than a splinter.

Overall I'd give it a 78
Title: Re: Last map you played
Post by: Forge on August 24, 2018, 01:29:26 PM
Doom2M1
R. Bullard (Boss M.C.)
22 March 1998

A remake of Level 1 from Doom 2.

The map stays true to the original layout and enemy placement, but it does have a couple extra secrets added. The texturing is done well and some palette and lighting effects were implemented, but the shading is sporadic and there could have used sounds to enhance the atmosphere. It gets by on what it does have, though.
Game play is moving from start to finish and shooting everything. Since it's a pretty short map, it can be finished quite quickly if all the switch-throwing and doubling back to grab equipment is skipped. Quite a bit of additional supplies were added to enhance the Dukematch play, but they weren't paletted to only show up in Dukematch, so the firepower balance is pretty lopsided in favor of Duke. Especially if some of the stashes are accessed. More fun than fishing with tnt.

Overall I'd give it a 74
Title: Re: Last map you played
Post by: Forge on August 27, 2018, 03:00:58 PM
CASTLE
Alex (lemmy)
3 December 1997

No Healthpacks , so that you must freeze someone to get more health. Players: 4-8
Title: Re: Last map you played
Post by: Puritan on August 28, 2018, 05:49:22 PM
Sorry for the slow uploads these days...
I'm exhausted.
Working from 07:00 'til 21:00 each day.
First at work then at our house. We've started a major overhaul of the outside part of the house.
Everything is to be torn down and replaced with new stuff.
A friend of mine is a carpenter who's helping me out.

Some evenings I don't even have the strength to start the computer....just rolling onto the couch for a hour or so in front of the tv.

Thank you very much for your submissions, Scott. Much appreciated  :)
Title: Re: Last map you played
Post by: Forge on August 29, 2018, 03:12:21 PM
Handle your business and take care of yourself first.
There's no hurry, the internet and this 20+ year old game aren't going anywhere.

peace
Title: Re: Last map you played
Post by: Forge on August 29, 2018, 03:14:27 PM
LavaCaves
MerCurio
10 Apil 2017

An alien base constructed in the interior of an asteroid.

The map looks very nice, it's well detailed and the architecture is fairly intricate. The texturing combinations are matched up nicely and the visuals quite pleasing, About the only thing that could have used a bit more attention was increasing the amount of shading contrasts. That and application of ambient sounds.
Looks nice, plays mean. The arsenal, ammo, and health are very limited in this map, and it is packed with enemies. Tough enemies. This is one of those maps where every bullet and health-point counts. The shrinker is pretty much exclusively to be used on the multitudes of mini-battlelords, as there are no explosive weapons in single-player outside of a couple expander ammo pickups in a hidden stash. Use cover, aim true, and let aliens kill themselves, or each other, if the opportunity should arise. More fun than a soldering iron to the face.

Overall I'd give it an 83
Title: Re: Last map you played
Post by: Forge on August 30, 2018, 04:16:43 PM
Catacome
George Desreuisseau   
16 November 1997

I specially designed this level in order to trap your victim if he gets to greedy. Hint: force fields can be turned off an on from different spots! So bait him, trap him, then kill him at your leisure! Also there is tons of spots you can snipe him from if you are cunning. Hope you like it, have fun!
   
Title: Re: Last map you played
Post by: Forge on September 04, 2018, 04:25:13 PM
doome1m2
Dennis Collins (starcraftzerg)
28 June 2014

Map 2 of Doom's Knee Deep in the Dead episode

It an industrial-military styled map with some control rooms, toxic waste pools, and a lot of corridors and stairways. The texturing and shading are nice, but it being a Doom remake, the detailing is pretty minimal. There aren't very many sounds either, so the atmosphere is dependent on the visuals and layout.
Game play is mostly about shooting aliens with a key thrown in to slow the straight shot to the finish line. Lots of lifts, stairways, and side areas to explore and collect supplies from if you feel like deviating from the beaten path. More fun than an arrow to the knee.

Overall I'd give it an 82
Title: Re: Last map you played
Post by: Puritan on September 05, 2018, 03:40:03 PM
doome1m2
Dennis Collins (starcraftzerg)
28 June 2014

Map 2 of Doom's Knee Deep in the Dead episode

It an industrial-military styled map with some control rooms, toxic waste pools, and a lot of corridors and stairways. The texturing and shading are nice, but it being a Doom remake, the detailing is pretty minimal. There aren't very many sounds either, so the atmosphere is dependent on the visuals and layout.
Game play is mostly about shooting aliens with a key thrown in to slow the straight shot to the finish line. Lots of lifts, stairways, and side areas to explore and collect supplies from if you feel like deviating from the beaten path. More fun than an arrow to the knee.

Overall I'd give it an 82

http://www.mediafire.com/file/8bi7uvqqpntirbi/doome1m2.zip/file (http://www.mediafire.com/file/8bi7uvqqpntirbi/doome1m2.zip/file)


I must have been lucky......passed this one in 4 min 58 sec  :D
Title: Re: Last map you played
Post by: Forge on September 05, 2018, 03:56:02 PM
Palm Club
Laurent Sol (COOLSPY)
3 April 1997

Basically, this is a city map, with a bar, a cinema...Looks like the E1L1 in fact (The best deathmatch map in my opinion).I added many new ideas: check it by yourself !!! (Wanna play tennis?) There are many sniper spots, tons of details, and you can really elaborate your own tactics. (try to find as many as you can).
Title: Re: Last map you played
Post by: Forge on September 06, 2018, 01:51:42 PM
Castle War
Kodiak Bear
27 August 1996

A castle styled map.

Actually two opposing castles with the same layout and supplies as this is primarily intended as a Dukematch map, but it does have single player aspects added to it, such as aliens and an exit.
Architecturally and aesthetically its mediocre. The detailing is minimal, structuring is blocky with some over-sizing, texturing is okay but lacks trimwork, and it has almost no shading.
What the map does have is a decently set up progression with weapons and equipment that coincides with escalating firefights. While not much for puzzles, this level has some good combat scenarios; and with limited ammo, that means swapping around weapons quite a bit. More fun than musical chairs.

Overall I'd give it a 73
Title: Re: Last map you played
Post by: Forge on September 07, 2018, 06:44:42 AM
Another map I've played before, but can't remember who made it.
Recognize it?

-file removed
Title: Re: Last map you played
Post by: Puritan on September 07, 2018, 05:46:49 PM
Another map I've played before, but can't remember who made it.
Recognize it?

Actually a quite good map. Had a hard time staying alive from time to time.
Seems to be from the 90's I think.
Unfortunately I can't help you any further.
Title: Re: Last map you played
Post by: Forge on September 09, 2018, 03:48:08 PM
CAVES (VERSION 2)
John R. Leonard (KASAI)
20 July 1996

A subterranean alien hive.

This level is a hodge-podge of environments. A lot of it is underground with either terrestrial or alien cave systems. Those caves can be dry, or have lava, water, or some other ooze-slime substance running though them. There are also earth styled control rooms, industrial sections, brick and mortar areas with cells to hold prisoners right alongside alien high-tech rooms, alien machinery, and an odd assortment of temples. A few issues with over-sizing will be encountered, and an occasional mis-aligned or out of place texture, but it's mostly put together well with good shading, a few sounds, and just enough architecture and detailing to provide a decent atmosphere. Such as it is.
The objective is to find keys and locks. The layout is crazy. It's a maze of rooms, corridors, ramps, lifts, terraces, and shafts. Several rooms have multiple passages in and out of them. The navigation challenge is even more profound when the jetpak is located. Just pick a direction and go. With all the inter-connectivity, it's rare to find a dead-end. The trick is if you find a lock before you find the key that goes to it, try to remember how you got there.
The map is loaded with aliens. Ammo may be a bit stingy, but it has all the weapons it; just be prepared to switch up a lot. It's also loaded with health, so no worries. More fun than iodine.
 
Overall I'd give it a 77
Title: Re: Last map you played
Post by: Forge on September 10, 2018, 05:03:34 PM
Alien Ship
Robert Carter
18 July 1996

An EDF space station.

A pretty simple and basic map. Architecture is blocky, detailing is minimal, texturing is done by the buckets with almost no trimwork, there's no shading, and only a few sounds. Very bare bones, but it's put together cleanly and with minimal errors or issues. Just some odd texture choices and a space craft full of pigcops will raise an eyebrow.
Other than walking around inside a small portion of a starship, there's a little bit of simulated space walking using the scuba-gear and underwater method. Technically it works, but it looks silly when dead aliens "sink" to the "floor". Game play is mostly about shooting things with a shotgun, ala Doom style. That, and walking back and forth between locked doors, switches, and keys. The map is pretty small, but view-screens are still present, so not knowing which door unlocked isn't going to be confusing. There's more than enough ammo, so blast away.  More fun than trigger finger.

Overall I'd give it a 69
Title: Re: Last map you played
Post by: Forge on September 11, 2018, 03:15:41 PM
Duke Fan Club
Castor
17 May 1998

A gentleman's club styled resort.

Aesthetically it's a fairly simple map. The texturing is done in broad brushstrokes with minimal trim work, and detailing is scattered about in concentrated pockets. Shading is almost non-existent which probably hurts the atmosphere the most. If there were strong lighting contrasts and a few more sector effects, the rest of the minimalistic construction techniques could have been easier to overlook.
As simple as the layout is, which consists mostly of just a series of rooms, the gameplay is fairly decent. There are quite a few stashes and side passages interlaced into the mainframe of the floorplan which provide a good variety to the method the player moves around and approaches certain areas with heavier alien presence. There are several masked walls that have enemies behind them sniping at Duke, but it's pretty obvious where they are, and they hold good supplies to compensate for the trouble. Wander around, find keys, find locks, shoot baddies, and re-claim the club for Duke's fans. More fun that smacking your thumb with a hammer.

Overall I'd give it a 72
Title: Re: Last map you played
Post by: Forge on September 12, 2018, 05:19:07 PM
Duke Match Castle
Mike Jones (frodo)
19 June 1996

Let's see, only duke match, big level at least 3 or more people.  Use the jetpacks!
Title: Re: Last map you played
Post by: Forge on September 14, 2018, 04:44:43 PM
Rbdmcave
Kodiak Bear
11 July 1996

A subterranean map.

The map starts out with a bit of outdoor canyon and pool of water, but after blowing up a crack, it pretty much stays underground. There are two paths to choose from; an optional portion which consists of an underground nightclub that has a bunch of enemies and quite a large amount of supplies, or the path through a few mine-shafts that leads to the exit. The supplies along this path are more rare and the combat engagements are more up close and intense. It can be done, but it won't be as easy as it would with a buffed up arsenal, a stock of health, and a good supply of ammo.
The map has decent texturing, spotty shading, and the detailing and architecture are adequate enough to do the job, but it's a fairly simple and short map. Even shorter if you skip the supply collecting portion of it. More fun that canned cheese.

Overall I'd give it a 71
Title: Re: Last map you played
Post by: Forge on September 17, 2018, 04:19:52 PM
Doom Nukem
Scott McNutt
12 May 1996
         
I know that this is sacrilege, but since I have clocked so many hours playing Doom's E1M1 in DeathMatch, I decided to make the conversion to Duke Nukem 3D. Modifications include video cameras and moniters to see where your poor victim is trotting around at, try taking a swim in the pond to find some interesting goodies there, gawk at the beautiful dancers, I even added a tele from one side of the level to the other. It is set up for DukeMatch only and there are no monsters.
Title: Re: Last map you played
Post by: Forge on September 20, 2018, 04:03:55 PM
Downtown NY
Dana Kelly (The Flea)
29 July 1997

Downtown NY is exactly what it sounds like an downtown city block, complete with a bar/strip club, a gun shop, and an office building. Lots of sniper spots a few ticks and traps thrown in to make things fun. Dukematch of course.
Title: Re: Last map you played
Post by: Forge on September 24, 2018, 02:17:22 PM
Castle of the Damned
Daniel Léonard
11 February 1998

A conversion of the second level of Quake

Basically the interior of a temple styled structure that's mostly corridors and a few small rooms. The base architecture and sprite platforms are well constructed, but the shading is done rather poorly. Some floor sprites are dark, while those right next to them are full-bright. Item and enemy placement on these platforms are also not done so well, as quite a few of them fall through the floor as soon as the player sees them.
Game play is pretty much just shooting. Shoot enemies. Shoot buttons. There are a couple of guns, lots of ammo, and lots of health. Walk the loop that circles back to the start point and find the key. The map ends as abruptly as this written opinion. More fun than .

Overall I'd give it a 71
Title: Re: Last map you played
Post by: Puritan on September 24, 2018, 06:41:47 PM
Thanks a lot, Forge.
I'm not sure what the latest map is more fun than though  :D


Title: Re: Last map you played
Post by: Forge on September 24, 2018, 09:23:41 PM
I'm not sure what the latest map is more fun than though  :D
abrupt and unexpected endings.

re-read the last two sentences  ;)
Title: Re: Last map you played
Post by: Puritan on September 24, 2018, 11:19:51 PM
I'm not sure what the latest map is more fun than though  :D
abrupt and unexpected endings.

re-read the last two sentences  ;)


Ahh....of course  ;D
Title: Re: Last map you played
Post by: Forge on September 25, 2018, 04:38:27 PM
DReDwaR       
LaYBaK
13 December 1996

This is my -TEN- map. I have spent more time on it then i did digging my way to China. PS. I am aware that its alil big but thats just the way it ended up......Anyhow, I Hope you all enjoy it.
Title: Re: Last map you played
Post by: Forge on September 28, 2018, 04:12:04 PM
The Center
David McIntosh
12 March 1997

An EDF styled missile base.

The map takes its inspiration from the original maps Launch Facility and It's Impossible. The outdoor section is a short jaunt of climbing rock terraces to open a bunker door in a cliff face, while rain falls and lightning strikes. Most of the indoor sections are made up of concrete and steel with several control rooms and grating-floored platforms. The shading is pretty weak in a lot of areas, but generally the level is well constructed and detailed.
Game play is primarily a key-card hunt. It's pretty straight forward, but some odd design choices allow for keys to be bypassed, and there are a couple instances of uneventful back-and-forth over the same ground that could have been easily avoided. The supply to alien ratio is slightly in Duke's favor, and even more-so if several secret stashes are found and the player manages to set off most of the pig-tanks self destruct buttons. There are a lot of them, and a good portion of them are jammed into corridors, so it's not an easy thing to do, but it can be done. Just keep in mind that a couple of bad or careless encounters with those tanks will cost a lot of health. More fun than okra.

Overall I'd give it an 82
Title: Re: Last map you played
Post by: Forge on October 01, 2018, 03:52:24 PM
Doomsday
Children
5 April 1999


A very nasty map without jetpack and with very little life, to play at least 3 minimum, whose style of play is a bit the same as in a Doom2 or Shadow Warrior.
Title: Re: Last map you played
Post by: Forge on October 02, 2018, 04:22:41 PM
Helltown
Igor Willems (Iggy)
16 May 2005

A city styled map.

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

Overall I'd give it an 86
Title: Re: Last map you played
Post by: Forge on October 09, 2018, 04:56:57 PM
War3d
Ratone
12 November 2009

War3d is one of those maps one group can play until morning, some places where to escape and avoid hits, damned fast map, nice movements possible for a long time fun, a classic.
Title: Re: Last map you played
Post by: Forge on October 10, 2018, 02:34:14 PM
Caverns
John M. Turner
11 April 1998

Its time to Duke it out in a maze of caverns hidden under the towering Rocky Mountains.  Attempt to underground rivers, and underground lakes.  Only the best will be able to survive.
Title: Re: Last map you played
Post by: Forge on October 13, 2018, 04:39:13 PM
Ghost Town Xmas
Duke64Nukem

Requires the Nuclear Winter Addon

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

Overall I'd give it an 83

http://www.scent-88.com/reviews/G/ghostx/ghostx.php
Title: Re: Last map you played
Post by: Puritan on October 13, 2018, 05:01:06 PM
^Great.
Much appreciated  ;)
Title: Re: Last map you played
Post by: Forge on October 15, 2018, 05:26:14 PM
doomtoo
Michael Hoffman
2 June 1996

Modified doom 1 episode 2 map 7.

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

Overall I'd give it a 74
Title: Re: Last map you played
Post by: Forge on October 16, 2018, 03:56:26 PM
rolandtownv2
Noldor Ranzou
1 July 2013

Urban styled map suited best for an 4-8 players Dukematch. It consists basically of an hotel with a bar, some rooms and a billiard room on the second floor. Some of the other buildings can be accessed too. Enjoy
Title: Re: Last map you played
Post by: Forge on October 18, 2018, 04:10:32 PM
e4m6gold
Jonah Bishop
19 April 1997

A version of E4M6 of DOOM.

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

Overall I'd give it an 82

http://www.scent-88.com/reviews/A/against/against.php
Title: Re: Last map you played
Post by: Forge on October 20, 2018, 02:11:28 AM
E1M5
Cort Stowe
31 May 1996

E1M5 From Doom 1 converted for Duke3d.

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

Overall I'd give it a 69
Title: Re: Last map you played
Post by: Forge on October 22, 2018, 02:19:00 PM
4 PLAYERS DEMO
Ray Tracer
11 November 1998

A sky castle with an outter ring and an inner sanctum.
Title: Re: Last map you played
Post by: Forge on October 24, 2018, 01:30:02 AM
Eat The Rich
ScottL (Forge)
7 July 2014

A penthouse styled apartment.

This was released as an individual map on steam to advertise for the Duke Hard episode. The episode was a community build project which consisted of several levels designed by multiple mappers whom where given a common base blueprint with which to make their own custom skyscraper floor.

Title: Re: Last map you played
Post by: Puritan on October 25, 2018, 06:58:31 PM
Eat The Rich
ScottL (Forge)
7 July 2014

A penthouse styled apartment.

This was released as an individual map on steam to advertise for the Duke Hard episode. The episode was a community build project which consisted of several levels designed by multiple mappers whom where given a common base blueprint with which to make their own custom skyscraper floor.

https://www.mediafire.com/file/qq3o8kk0x0wiypb/eat_the_rich.zip/file (https://www.mediafire.com/file/qq3o8kk0x0wiypb/eat_the_rich.zip/file)


A nice revisit it was.
Added to the server, of course.
Title: Re: Last map you played
Post by: Forge on October 26, 2018, 01:36:08 PM
UPTOWN.MAP
Mark Hanchey (Panther2)
13 June 1996
     
Fairly large level designed for deathmatch but has monsters and is very challenging in single play (no exit), lots of secret passageways. Train that circles the town.
Title: Re: Last map you played
Post by: Forge on October 27, 2018, 05:36:29 PM
Wicked Warehouse Ultimate
Matt Wood  (Rock_Sockm)
18 March 1997

A small warehouse map with conveyors, control rooms, underwater shafts, and a few rooms full of crates. The texturing and shading are well done, and the map is nicely detailed and provides ambient sounds for that extra depth to the atmosphere.
Primarily a multiplayer map, there is a path for a single player to follow which requires navigating to a few switches to drop some force-fields, finding and using a key to get through an underwater section, and ending at an exit button. For a multiplayer map, the single player experience is fairly well balanced against the scattering of various types of aliens. The only downside is that it's pretty short. More fun than waiting on a package to be delivered.

Overall I'd give it an 83
Title: Re: Last map you played
Post by: Forge on October 29, 2018, 02:40:47 PM
War Of Sexshops
Tentacula
20 June 1999

A war between two sexshops in a small city.
Title: Re: Last map you played
Post by: Forge on October 30, 2018, 02:01:07 PM
Duke Express
Romeobk
10 October 2018

A small section of a Lunar base and the interior of the Planet Express ship from Futurama.

The map has a very immersive atmosphere with articulate detailing, ambient sounds, and some nice texture combinations. It could have used some stronger shading and more effects, but with a large amount of resources going towards construction and detailing, it might not have been feasible. The Lunar space port is very clean, like a hermetically sealed space base, and decorated out as a futuristic airport. A large bank of view-ports gives a neat exterior view of the Planet Express ship in its docking station. The interior of the ship is clean where you'd expect it, like on the bridge and in Captain Leela's quarters, but a pigsty in Fry and Bender's bunk room. Other areas are metallic, industrial, and functional. As the player explores they get to enjoy a lot of Easter eggs and familiar locations if they ever watched the show with any frequency.
Game play is a maze. The ship has many decks and several ladders. At first a lot of it is inaccessible except for the main hallways on each level, so you must find the reactor room and turn the power on. This opens doors and now the game of hide and seek begins. Start searching through the ship, checking each door until you find the open ones. Explore each room until you find an obscure switch behind a panel; this allows access to a crawl-space between the decks. Don't accidentally go the wrong way or walk too fast, you might pass up the access panel. Reach the medical room at the end of the shaft and get a key. Solve the 6 button puzzle for some supplies. Go back to the key locked door, go into another shaft and get another key. Solve an eight button puzzle, then find the obscure door somewhere on the ship that allows access to the bridge. Unlock the escape pod and your done. The layout can be confusing until you get used to it. The excessive button puzzles are annoying. A lot of the rooms and corridors are pretty cramped, so it makes navigating around difficult at times. At least the map is balanced, and there's a generous amount of healing items to make up for getting stuck on some piece of architecture while aliens are shooting you full of holes. More fun than a shiny metal ass.

Overall I'd give it a 92
Title: Re: Last map you played
Post by: Forge on November 05, 2018, 04:18:36 PM
Townlet
Kodiak Bear
15 September 1996

A small city block.

Mainly a Dukematch level re-purposed to accommodate single-player; the floor-plan is pretty wide open, but there are a few issues if this is going to be taken on solo.
Don't go down into the sewer without finding the jetpak first. There's no way out except to die. Secondly, the one key in the map is really annoying to locate. Even though this map is pretty small, unless you get lucky, you'll end up exploring, and re-exploring, and re-exploring again every inch it. You'll flush quite a bit of your time down the toilet. Let that sink in.
Aside from the sewer and central plaza, it's three apartment buildings and a bank. Each building is only a few rooms deep, so there's not a lot of territory to cover, but it keeps Dukematch duelers in close quarters. Design-wise this level is okay. The architecture is pretty solid except for a couple cramped door-ways. The detailing, as well as the shading, are pretty basic, but adequate.
For the single-player aspect, it's survival for the initial portion as the map is packed with aliens, but very few readily available weapons and health. Once that central plaza is cleared and a couple extra guns are found, it's pretty simple to isolate and pick off the rest of the foes. More fun than a pencil sharpener.

Overall I'd give it a 67
Title: Re: Last map you played
Post by: Forge on November 06, 2018, 01:31:57 PM
close combat
Jasper Drop
11 July 1996

A hotel and city street. first level, no it doesn't suck, but it's pretty basic stuff
Title: Re: Last map you played
Post by: Forge on November 07, 2018, 03:32:15 PM
War Zone
TriaSSiCus
8 September 1998

A city block.

It's an ordinary street scene at first glance, but getting outside and going around the corner reveals a scene of mass destruction. A Cycloid Emperor has taken up residence in the central park and has been blowing holes in all the surrounding buildings. Several structures are nearly razed to the ground and are in the process of burning the rest of the way down, shrapnel and debris are scattered everywhere, and it's a total scene of destruction.
Aside from the emperor, the area is loaded with pesky liztroops that chip away at your health while you're trying to get around and collect enough fire power to take down the boss. Healing items are very limited, so it can get pretty sketchy at times, and care has to be taken not to rush headlong into an ambush.
The map is not very large, but sized for a typical end-of-episode boss map. Other than a few blocky structures it's well constructed, detailed, and shaded, so it has a nice presentation and atmosphere. More fun than licking lizards.

Overall I'd give it an 82
Title: Re: Last map you played
Post by: Puritan on November 08, 2018, 08:03:27 PM
Thanks a lot, Forge  :)
Title: Re: Last map you played
Post by: Forge on November 09, 2018, 04:14:30 PM
WHITE NOISE
uLTra
18 June 2018

*requires Duke Nukem 3d 20th Anniversary World Tour for TILES021.ART and TILES022.ART. Will work with the Atomic Grp file as long as the included con files are used.
Polymer is also recommended. The load on most computers will be pretty light and won't dramatically affect the fps.

An urban map. But was it a dream?

The level visits many locations while Duke navigates through a couple city blocks. Apartments, streets, a restaurant, and a subway, to name a few. The guy gets around. It's all quite well detailed and nicely textured with some solidly built architectural structures. The ambient sounds do fluctuate from frequent to none, and the shading is minimal in most areas since it gets most of it's lighting atmosphere from the polymer effects.
The map can be pretty tough in a few locations; either due to the minimal amounts of ammunition found in the map, or the slightly confusing path. Avoid enemies if you can, or hope for generous alien drops. If you get lost or confused about where to go, look up. The layout is done well, but some of the platforming is pretty subtle in its presentation. More fun than an empty toilet tissue roll.

Overall I'd give it an 87
Title: Re: Last map you played
Post by: Forge on November 12, 2018, 03:20:17 PM
Trick`n trap
o_0MercHant0
20 January 2015

A small industrial map with a central room and a corridor around its circumference.
Title: Re: Last map you played
Post by: Forge on November 14, 2018, 04:16:35 PM
Crash
Sunstorm Interactive
18 January 1997

A city block.

A pretty short and simple key card hunt. There's not much in the way of detailing or scenery in this level. Just some basic architecture with simple texturing and good shading. Most areas are non-descript and unadorned, but there appears to be an office building, an apartment complex, a parking garage, a section of a plaza with a shop or two, a maintenance room, and a section of street. The map flows well and combat is balanced, but the lack of sounds, effects, and minimal scenery make the experience somewhat flat. More fun than vanilla.

Overall I'd give it a 73
Title: Re: Last map you played
Post by: Forge on November 16, 2018, 04:49:34 PM
Warfate
Iggy
19 December 2002

Now let me see you campers hide in this maps. It's a very simple but straight concept hopefully a good guarantee for hardcore deathmatches. There are two flavors concerning Warfate, one has alientextures and the other nature ones. You can dive underwater in both version, btw, don't mind the lava-stuff. Best for 2-4 players.
Title: Re: Last map you played
Post by: Forge on November 19, 2018, 12:05:49 PM
Deep Sea Rising
Thedutchjelle
20 September 2016

An underwater EDF base.

It's large facility with crews quarters, storage rooms, laboratories, min-sub and diving platforms, reactor rooms, control rooms, and a lot of corridors. It's all dark and gloomy, strongly shaded, well detailed, full of ambient sounds, and full of aliens. It's put together pretty solid, with only a few cramped corridors, doorways, and lifts that impede the player's movement.
The objective is to get from one part of the station, through an underwater section, to a more run down and abandoned part of the station. Apparently that's where the aliens are sneaking into the facility from. The goal is to collect three key cards which will open the submerged blast door and allow access to the other end of the station. The layout is several interconnected series of corridors, rooms, and ventilation shafts that reconnect back into the main passage several times over. Rooms and areas are pretty distinct, so it's not a matter of getting lost, it's a matter of making sure all the sections are explored thoroughly in order to find the keys. It's pretty easy to miss a few rooms and emerge into an earlier portion of the level empty-handed. More fun than card tricks.

Overall I'd give it an 89
Title: Re: Last map you played
Post by: Puritan on November 21, 2018, 09:12:58 PM
Great review and a fun map to play  :)
Thanks for taking your time to write your opinion and submit it to CGS.
Title: Re: Last map you played
Post by: Forge on December 04, 2018, 06:13:59 PM
please update DukeExpress
http://www.scent-88.com/reviews/D/dukeex/dukeex.php

from the 1.91 version to the 1.93 version
https://www.moddb.com/games/duke-nukem-3d/addons/duke-express

Thank You.


I think I'm done writing opinions for awhile, I feel uncomfortable having no direct control to edit something I wrote or a file I submitted.
Title: Re: Last map you played
Post by: Puritan on December 05, 2018, 04:46:57 PM
^Done


Thank you very much for your contributions and submissions.
Take care and enjoy the upcoming Christmas  :)