
DUKESKI
by Steve Wiggins (T Wigs)
(197) views since March 2019
Released: 1997-03-30
Mode: SP
Difficulty Settings: No
Featuring: 1.3
Sound/music: No
New Art: No
New Cons: No
Score: 73
Review by Forge on 24 April 2018
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.

Screenshots
Other maps by this author:
Dukeski 3
Released: 1997-08-17
Score: 84
Mode: SP
Review: Dukeski 3
Dukeski2 Spaced Out
Released: 1997-06-17
Score: 81
Mode: SP
Review: Dukeski2 Spaced Out
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