Mode: SP, DM
Difficulty Settings: No
New Art: No
New Cons: No
Review by Forge on January 21-2013
A medium sized section of a city that's almost entirely razed to the ground as the result of intensive actions of an alien invasion.
There's rubble in the streets, flipped and burning vehicles, crumbling walls, partially or completely collapsed buildings, and signs of combat everywhere. Chaos and ruin are complete and ground zero of the alien landing force has been cordoned off by patrolling vehicles circumnavigating its perimeter while the invading army rains down utter destruction.
The downside to the nice looking map is that the city is surrounded by a square wall and there's nothing beyond it in the background to give any sense of depth. It feels like being on a small island floating in the clear blue sky.
The layout is quite open and the player can go pretty much anywhere they desire if they can figure out how to reach it.
There are locks and switches, but with a little creativity there's more than one way to get to where you want to go.
While the interior of the level looks nice and several sequences of things blowing up add to the atmosphere, alot of areas are just too quiet and missing ambient sounds which would enhance the overall war-like mood.
Game play is a key card hunt and survival styled map.
The keys and locks are spread out all over the map; a few are in out of the way locations and may take a bit of exploring to find them, but they're not so well hidden that they're impossible to find. With the map being so open only one key is actually necessary to finish the level.
Combat is a constant in your face engagement from the very instant the game begins. Duke is basically dropped right in the middle of a small army with aliens occupying just about every nook and cranny in the map. Just when you think an area is cleared a pack of their buddies will drop in to keep the player on their toes and the bullets flying.
The baddies are everywhere, but so are weapons and supplies. Once the initial encounters are overcome and some weaponry is collected the challenge of surviving constant fire fights is negated so the player can concentrate on exploring.
A touchplate in the final locked area sets off a series of explosions. Find the touchplate is easy, but finding the new hole in a distant wall that leads to the exit can be more of a challenge and cause a bit of annoyance trying to figure out where to go. Just follow the spawns and you can't go wrong.
Sprite Work/Detailing: 10/10
Other maps by this author:
Castle of the Damned
Mode: SP, DM
Review: Castle of the Damned
Mega Plaza Shopping Center
Mode: SP, DM
Review: Mega Plaza Shopping Center
Mode: SP, DM, COOP
Review: Underground Base
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