Dukeski 3
by Steve Wiggins (T Wigs)
(467) views since Dec 2018
Released: 1997-08-17
Mode: SP
Difficulty Settings: No
Featuring: 1.4+
Sound/music: No
New Art: No
New Cons: No
Score: 84
Review by Forge on 28 April 2018
An EDF moonbase that's been taken over by aliens.
The aliens have converted a large portion of an old lunar base to suit their native habitat, but left a few sections un-morphed. Mostly the computer consoles, some control rooms, and a terran garden habitat are left untouched.
Aside from those earthly human amenities, the map is full of colorful glowing walls and alien-esque browns and greens. The kaleidoscope of colors, and the strong shading in most areas, allow for players to easily be immersed in the atmosphere. The only oddities seems to be random ambient sounds and Duke talk that feel slightly out of place.
Game play is a straight forward key card hunt. The blue key isn't really necessary, as it opens up a small armory, but the supplies are pretty helpful at that early stage of the map. The red and yellow keys are needed to advance deeper into the base and are collected easily enough.
The only curve ball might involve taking the wrong branch at a fork in the road, then having to backtrack. It's not a huge distance, so it's not too bad.
There are also a few optional side rooms and paths that aren't necessary to complete the map, but they usually hold rewards for the player's effort to clear them.
Aliens and supplies are pretty consistent and constant. The level has a lot of fighting, but it's not unfair, and Duke is adequately armed; even if the non-collectable expander is provided instead of the shrinker.
There are some weird respawn triggers that might have you wondering why at certain locations and not at others. Not exactly where you'd expect them to be, so that's probably why.
The only downside is the boss fight at the end. The battle is okay, but it's set up wrong and with some effort it can be messed up. The boss is supposed to be in a pit that rises to a pedestal after the player gets close enough. The way it's made, it works in the opposite direction as intended, so the boss will actually sink into a pit if it doesn't wake up and walk off of it beforehand. This also triggers a ceiling door farther back in the map to drop. Technically the player can prematurely wake the boss, lure back into the map, then return to the pedestal room and make the door drop, thus separating the player from the boss, and now the map can't be finished. But like I said, you have to work at it to make that happen.
More fun than crochet.
Screenshots
Other maps by this author:
DUKESKIReleased: 1997-03-30
Score: 73
Mode: SP
Review: DUKESKI
Dukeski2 Spaced Out
Released: 1997-06-17
Score: 81
Mode: SP
Review: Dukeski2 Spaced Out
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