Action Time On 7

by Michael Crisp (Micky C)


(284) views since December 2019


Released: 2010-07-09
Mode: SP, DM, COOP
Difficulty Settings: Yes
Featuring: 1.4+, EDuke32, Polymer
Sound/music: No
New Art: No
New Cons: No
Score: 84



Review by Forge on October 17-2014

Requires Dukeplus 2.07 or later.

An urban map centered around a television studio.
It has a broadcast studio, a library, offices, an outdoor park, some ventilation shafts, and the sewers that run under the building. It even has its very own lava pit. I guess that's there to test the meddle of the interns when they're told to go get the crew some coffee.
Aesthetically it's decent enough, but it depends a little too much on polymer lighting which makes some of the sprite based architecture day-glow and stand out from its surroundings. It also highlights the sloppy sector alignments.

Game play is a mix of switches, teleport pads, and keys. Most of it is pretty standard stuff, but there is some convoluted progression issues.
In the park there's an obscure teleport pad up on a wall that has to be more or less accidently stumbled across in order to get back inside the building. It's not a very clean way to transition from outdoor to indoor either.
In the library to the player is required to notice the necessity to jetpack up to some ceiling vents. This part can also be screwed up if all the destructible vent sprites are caught in explosions.
The holes in the walls are too small for a jetpacking player to fit in and the only way to gain access is to land on some of the ventilation work that acts as a landing platform.
Some of the Dukeplus features also seem to be forced into the game; like the flying car since the area is too small to use it effectively. Same goes for the cannon.
The park is too convoluted with structures for it to be effective and the player is already loaded down with an RPG and a full complement of ammunition making the cannon more of a novelty than a useful tool. Also be aware of the pit trap by the cannon.
There's an unblocking floor aligned sprite which allows the player to fall into what looks like a teleporter box, but they become stuck.
Otherwise the map flows rather cleanly and the enemy placement and supply ratio is pretty well balanced.

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

Map Template

Screenshots

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