by Arturo Martinez (MapLord)

(226) views since Dec 2018

Released: 1997-12-22
Mode: SP, DM
Difficulty Settings: Yes
Featuring: 1.3
Sound/music: No
New Art: No
New Cons: No
Score: 78

Review by Forge on July 26-2012

An industrial and hi-tech styled map.
Duke starts out in a Mars based complex designed after a commuter lobby and from there the player hops a skiff to a run-away train that's crossing over Martian landscape. The train makes up the bulk of the map and is composed of an engine room, crew quarters, a storage car, a dinner car, a cargo bed, and a control room.
The indoor sections are wide enough, but movement is still hindered in a few locations because of too many objects crammed into the limited space.
The outdoor sections between the cars and the flat car leave enough room to move around a bit without having to worry about falling off the train. Of course falling off the train may get the player squished, but due to design issues there are several spots on the ground that lack the conveyor effect and can be stood on with no danger.
While the interior ambiance is fairly standard, the view of the surrounding landscape leaves alot to be desired.

Game play is based on a key card hunt.
The linear nature of moving through a train makes the discovery of the location of the locks and keys a fairly simple task.
Combat is decidedly unbalanced in the player's favor. The arsenal is top heavy with strong weapons and there is so much health and ammunition that the few aliens there are don't stand a chance.
There's a good possibility that the only damage Duke will sustain is from the seemingly random wall explosions, but even these barely put a dent in the health meter.

Texturing/Lighting-Shading: 8/10
Sprite Work/Detailing: 8/10
Ambiance: 7/10
Architecture: 16/20
Layout: 16/20
Gameplay/Design: 23/30
Overall: 78/100

Map Template


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