Brooklyn Bridge

by Paul Bolduc

(553) views since Oct 2018

Released: 2012-10-15
Mode: SP, DM, COOP
Difficulty Settings: Yes
Featuring: 1.4+, EDuke32, Polymer
Sound/music: No
New Art: No
New Cons: No
Score: 92

Review by Forge on October 15-2012

This map uses TROR construction so polymer is recommended for usage. Type r_pr_lighting 0 in the console to turn off the lighting effects for better performance.
A city map centered on getting across a partially destroyed bridge and opening up a tunnel on the far side to make good on Duke's escape. Locations are pretty typical in this type of map that include such sites as a library, a restaurant, a hotel, street areas, apartments, and some industrial styled control rooms. The level is fairly well detailed without being over crowded, and the texturing, coupled with the shading; give the map a rather dirty and gloomy atmosphere.
The level makes good use of the true room over room construction techniques; especially with the ability to enter a building through a hole blown into a roof, the vent grates that look down into rooms, terraces, eaves, and tiers, and the bridge itself. One of the nice aspects of TROR is that locations can be stacked up one on top of another which opens up many possibilities of how the player navigates a map as opposed to the older method of having everything strung out in series. That being said, there are multiple ways to reach certain locations in this level and doors that open up the map to previously visited locations which give it a pretty open layout, but with the setup of progressively unlocking portals to access bordering areas, this map still plays out very linear.

Game play is a combination key card hunt and switch throwing affair. The linear aspect of progression doesn't make navigation or locating items required to move forward very difficult. The only confusion as to where to go may be caused by the doors that open to earlier sections of the map and might lead the player to go the wrong direction for a bit, but there are plenty of view screens and cameras to help keep the course. A few things may be a little out of the way or slightly hidden; such as getting on a roof to use a key card, a stashed away switch used to get the red key card, or where to go once the library is reached. Nothing frustrating if the player sticks to the newly reached area and looks around a bit.
Combat can be challenging at first. Health is limited, and if too much time is used to look around at the scenery, Duke will take some punishment for his curiosity. The level makes good use of some of the non-standard weapons, and once a few stashes are found life becomes a bit easier as things even out.

Texturing/Lighting-Shading: 9/10
Sprite Work/Detailing: 9/10
Ambiance: 9/10
Architecture: 19/20
Layout: 19/20
Gameplay/Design: 27/30

Score: 92

Map Template

Release Thread


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