by Vandclash

(304) views since August 2019

Released: 2014-08-22
Mode: SP, COOP
Difficulty Settings: Yes
Featuring: 1.4+, EDuke32
Sound/music: Music, Sound
New Art: No
New Cons: No
Score: 88

Review by Forge on August 24-2014

A canyon based water treatment facility.
It's a pretty large map that covers several locations starting with the road that leads to the plant, a valley with a large pool of water, indoor control room like areas, and an alien space ship.
The level is well detailed, has quite a bit of sprite work and architectural structuring, good texturing, and generally looks nice.
Strong shading is ignored and can be pretty weak except in a few indoor locations. This gives the larger open sections a bit of a washed out flat appearance.
The layout starts out as a linear path until the building's gate is reached; afterwards it turns into a series of small hubs requiring the player to go back and forth until the next section is unlocked. Most of it is flat, but there are some vertical sections that are either underwater or requiring some jet packing.

Game play is a collection of keys and buttons.
There are also some other typical puzzles involving cracks and sector effects like rising water. In a few instances progression can be slowed down due to confusion about what to do or where to go. Not many people will blindly jump off cliffs for no reason unless they know there's something at the bottom.
One switch is labeled with a texture, but that's taking into account that the player has seen the door with that particular texture which is tucked away at the back of some ventilation shaft and easily passed by. There also a crack in an underwater section that can be passed by without notice.
Later in the map the player has to solve a switch puzzle and it's not very obvious what gets unlocked. Speaking of which, five button and six button puzzles aren't that fun to blindly solve. No clues equal tedious trial and error.
Combat is pretty intense for a while; especially at the beginning when Duke's arsenal is pretty limited. About the time the player reaches the water pool in the valley the pendulum has swung to the other extreme and Duke has more firepower than necessary.
About half the available ammo should have been tagged for higher difficulty levels.
Healing items are dished out in a scattering of +10 colas, so a few of the nastier spawns and ambushes still present a bit of a challenge.

Texturing/Lighting-Shading: 8/10
Sprite Work/Detailing: 9/10
Ambiance: 9/10
Architecture: 19/20
Layout: 18/20
Gameplay/Design: 25/30
Score: 88

Map Template

Release Thread


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