Roch Island

by Aymeric Nocus (ck3D), Taivo Maripuu, Maarten & Merlijn van Oostrum

(448) views since Nov 2018

Released: 2006-11-12
Mode: SP, COOP
Difficulty Settings: No
Featuring: 1.4+, EDuke32
Sound/music: Music, Sound
New Art: No
New Cons: No
Score: 90

Review by Forge

The aliens are pissed about the annoying Duke burger music being broadcasted across the galaxy (who can blame them?) and have come to put a stop to it so they can get a decent night's sleep.
They've taken over the city where the source of the music is coming from and since they're here they might as well go for world domination. It's up to Duke to stop them.

A very large city map with a nice layout and areas that range from wide city streets, building interiors, and ocean/beach front sights.
The play is linear, as in the inability to progress without finding keys and passing through buildings, but there are many wide areas outdoors that allow lateral movement so you don't feel confined.
Shading in the outside areas is spotty; some objects cast shadows, some don't, but the interior shading is pretty good for the most part.
Sprite work and detailing are well done, not too much to crowd up the map, but enough to add an appropriate city atmosphere.
Architecture is standard and texture work is very well done throughout the map. The invisible barriers were a bit irritating and I really don't like them, but they weren't in places that you'd be trying to do a duck in weave in combat without prior knowledge of where they were.
There were a couple of anomalies such as aliens disappearing into the ground as they died and fell, but nothing that really affects game play.
The ambiance of the map is of a city with a portion of water front, and while lacking any background depth, the immense size of the game play area makes it feel as a part of a larger area.

Game play starts off relatively easy and becomes progressively more difficult as you move farther on into the map.
There are plenty of puzzles to solve, but only a few of them present any difficulty. Finding the first key, even though it is shown in a view screen, slowed the play down, but after running through the accessible areas it became obvious where it was.
There were a couple of mirrors that had to be shot with a shrinker at odd angles in order to get through a couple of ducts. While it is obvious what needs to be done it was a bit of a challenge to get the angle right. I only remember one incident where a switch was thrown that opened a door in another building, but the spawned enemy led me right to it.
The enemy come in all flavors and start with the basics. Troopers and pig cops are the main encounters in the beginning, but as the map is explored farther the quantity increases and stronger type of enemy appear. As with the enemy, the types of weapons you find increase in strength as you move through the map.
Ammo is distributed appropriately as well. As you find new weapons, that's the type of ammo you start finding, although stacks of shotgun ammo can be found in droves through the entire map. Health is plenty and very evenly distributed through the map, and if you're having a tough time there's also several fire plugs placed about so you can tank up a little if you need to.
There's also optional endings. Either hit the button and go home (wus) or progress back into the main part of the city which has been burnt out and have a good old slug fest with the large numbers of aliens just waiting to greet you.

The only real annoyance came with the supplied sound files. There were times when the normal background music and the duke burger music were playing at the same time making it an indiscernible noise.

Texturing/Lighting-Shading: 8/10
Sprite Work/Detailing-Architecture: 8/10
Ambiance: 19/20
Layout: 18/20
Gameplay/Difficulty: 37/40
Score: 90

Map Template


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Gameplay Video

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