Hey guys!
Some of you might remember me back from AMC forums, if you have been around like… 15 years ago. I was known there by the silly name "ShrinkDuke" (which I will keep here on Discord now). I've authored a map called Alex City, which scored surprisingly well on MSDN for its mediocre quality, and participated in a couple of CBP maps.
Then I started an episode which seemed to be a project I couldn't really undertake alone at that time – I've always been too pedantic about my maps, so finishing 5 of them at a decent time would be quite a challenge. After 3 maps, I became uninspired/demotivated and took a long break from Build and Duke community.
I've had some brief streaks of using Build in the meantime – one of them resulted in starting a new level (about 10 years ago, too), which is… also still unfinished. All in all, I haven't really touched Mapster for like 2-3 years until recently.
Few months back, I've found a collection of very old maps (1996-1999), gathered back in the day at the depths of still forming common Internet access. Most of them were crappy, some were surprisingly good (LEM series for example), but in general I've enjoyed playing them, so the natural consequence was getting back to Mapster. Ah, I forgot how relaxing it is (unless you're dealing with some effect which just doesn't wanna work…)!
Then I've come across MSDN and found Maarten's newest map – it was quite surprising to see people still releasing "classic" maps for Duke after so much years, but then it seemed like a good reason to finally get to work and get my stuff released as well. Besides Wudrichem (and Duke's Anniversary World Tour), the most recent release I have played was probably "Clear the Coast" long years ago, so I will have a lot of stuff to catch up.
Now, enough of the heart-warming stories – let's talk business.
My episode, which goes by the working title "The Tongue of Fire", has now been in development for longer than Duke Forever. I should have probably released the completed levels back in 2005 or 2006, but then I would have zero motivation to finish the whole thing and it would end at pretty awkward place. Nevertheless, I've always had in mind that I would finish it one day – just wasn't sure if anyone would be still playing Duke then.
My general idea was to make strongly mission-based levels, instead of just key/button hunting. Although the maps use some new art and minor new coding, it's only applied when necessary and in general I keep the classic Duke look. In first mission, Duke is about to open his new casino, which obviously gets sabotaged by the aliens – so while dealing with them, he also has to maintain the opening routine by lighting the logo at the entrance and letting "invisible people" in.
https://imgurl.me/images/2020/08/17/duke0000c246a2a3964552ea.th.png https://imgurl.me/images/2020/08/17/duke0002796843e783eeeabf.th.png https://imgurl.me/images/2020/08/17/duke00034a291e6a32601576.th.png
Another one takes Duke to a remote magazine where the aliens have been doing some gruesome experiments to stop them and destroy their data and… results.
https://imgurl.me/images/2020/08/17/duke0004b36c7dc65a910dfb.th.png
In third one, Duke is sent to an arctic base which is being under attack by aliens. My favourite thing about this one is that there's a lot of scripted "life" and action going on in which player doesn't really participate, just to build the story. Don't wanna show too much here not to spoil it really...
https://imgurl.me/images/2020/08/17/duke0006e8c7b6a8bc6ac111.th.png
4
th one – which is about halfway done now thanks to my recent mapping inspiration – will be escaping an alien fortress in desert, and the final one (which has not been started yet) will be going to alien planet to assassinate their general. It's about 900 sectors now and going at a pretty decent rate, but screens will have to wait.
The first 3 maps were started before the coding magic enlarged the sectors, walls and sprites quota, so they were aimed at the standard 1024 sectors and especially the first two ones are quite small for today's standard, but I feel they are complete, so they would stay this way. In the one I'm currently working on, I hopefully will be able to build everything I want with enough detail within the larger limits.
Then there's the single map – this time I don't wanna use any new art, cons or sounds and don't really need them. I just started building something one day about 10 years ago, taking inspiration from some LHC photos seen in some magazine (the map file is still called hadron.map), but it evolved in quite a distant direction to become an underground mining and research facility for the green crystals used for shrinker. This one is about 75% finished I believe, but I have luckily drawn and written a scenario for the whole path not to get lost over the years. In general, your objective here is to escape, and to do this, you need to follow two paths which are quite non-linear and parallel, so it should offer different types of gaming experience. There's a lot of cool effects involved, but unfortunately some of them got bugged in the newest Eduke release and I don't feel motivated at the moment to fix it – but it will get completed one day, perhaps after the episode.
https://imgurl.me/images/2020/08/17/hduke0000f1bf6f0e8a4dd7b1.th.png https://imgurl.me/images/2020/08/17/hduke000188fd333ea4017dde.th.png https://imgurl.me/images/2020/08/17/hduke00045bb786dd7dacf098.th.png https://imgurl.me/images/2020/08/17/hduke0006f72b6f10c2ca7d99.th.png https://imgurl.me/images/2020/08/17/hduke000750f35a50bb40b133.th.png https://imgurl.me/images/2020/08/17/hduke0009bbe95810f60936e0.th.png