Difficulty Settings: No
Featuring: 1.4+, EDuke32, DukePlus, HRP, Polymer
New Art: No
New Cons: No
Review by Forge on May 13-2013
A tribute map based on E1L1.
Other than a few similarities on certain locations, i.e. rooftop, movie theater, and the basic layout of the street in the front of the theatre, one could hardly tell this is Hollywood Holocaust because of the extreme detailed makeover and extensive background additions.
The map depends heavily on polymer lights and models to create the rundown midtown atmosphere, and the huge amounts of spritework really extend the construction side of architecture by adding girders, scaffolding, furniture, overpasses, and alot of additional detailing.
The map can be played in polymost if your rig can't handle the polymer lighting coupled with massive amounts of models, but expect a very dark and plain experience since almost no sector shading is implemented. I'd also recommend cranking up the ambient light if choosing this method or you'll likely walk right by one of the fuses needed to finish the level.
As a side note: for some reason the blue lock doesn't appear in polymost mode, so an option is to play the map in polymer mode with the lights shut off and the ambient light levels cranked all the way up.
For some nice interactivity there is a cut scene in the apartment with Duke having relations with a stripper. At the end of the scene Duke wakes up in the bathroom with all his weapons and supplies haven been stolen by the whore. Not a big deal since the bathroom has some replacement weapons, but if most of the accessible areas of the map have been cleared prior to entering the bedroom you might have a slight issue getting more ammo and health.
The layout is more linear than the original.
The street area is wide open, but only the apartment building can be entered until the theatre underground garage is opened.
Game play is a combination key card hunt and fuse hunt.
The cards and locks are fairly basic to find and are out in the open, but one of the fuses is on the other side of the map from the fuse box and can be annoying to carry through enemy resistance since the player has to constantly drop and pick up the fuses in order to use weapons.
Most of the combat is based on respawns of large groups of enemies, some armed with special DukePlus attacks making things a little more difficult than usual, but there are tons of weapons and supplies to handle most of the situations without much of a problem.
There is a design flaw that affects progress. One of the red locked doors in the parking garage can be opened without a key thus letting the player finish the map without having to deal with fuses and the small yellow locked section.
Sprite Work/Detailing: 10/10
Other maps by this author:
Mode: SP, DM
Review: Hollywood Holocaust
Cast your own vote:
(Vote to see the results...)