#101
Posted 19 December 2019 - 01:08 AM
I find it really interesting to witness the evolution of the feedback Roch maps get over time, because I feel like for a while just criticizing those levels was on some kind of taboo shit. I too find that core gameplay was never their forte, with Pascal's style generally tending to flashy looks first, then articulating the layout around those, as others have mentioned. That doesn't make those maps examples of terrible gameplay per se, in my opinion (he did consider layouts e.g.. Roch 7, and most of the later levels did have a central theme of sorts), but they do feel like going through organized museums as opposed to sheer traditional Duke action with clever layout connexions and locations that are primarily designed as areas/arenas vs. trying very hard to resemble a real world location. (also a tendency I've personally had for years and years, and have been working on diluting)
Credit is due to Pascal for bringing what turned out to be alternative ways of using and thinking the engine quite early on; same type of stylistic contribution as Bob Averill or Billy Boy had, that eventually influenced generations of mappers because that's how the human mind works, new experiences will always provide inspiration to later be infused into further creation. Now, a problem with him was the hype around his releases probably got to his head; his later maps essentially became a collection of the novelty elements everybody kept praising throughout the years (at the expense of some of the core mechanics of the game) and most importantly, he always looked surrounded by yes men - they all seem to be gone now, but there used to be quite the amount of fan sites praising the maps and their author to really, really ridiculous levels. The guy had obvious talent but as a person, probably wasn't prepared to handle the intensity of the reception of his works at the time and definitely demonstrated a poor grasp on reality upon reacting to the release of Taivo's Dogville.
If I were to pick my top 3 favorite Roch maps today, it would probably just be the first three.
NWO criticism was a good read as well. I feel like the staff definitely tried to catch up on what had been done with Build for Duke for the past decade by checking out a top 10 of the highest-rated (or most viral) user maps for that one. My first impression upon discovering the levels was the same disappointment as expressed by others earlier; it just didn't feel like classic Duke, be it the art, the construction, the layouts, minus the SF level which was the only one to have moments of urban grandness - otherwise a lot of the outdoor areas in the entire episodes and most crucially in the city maps felt very enclosed with very little binding together form and function (whereas the original game excelled at that). A lot of it felt like a guided visit through colorful (or even plain-looking, e.g.. the caves in the Paris level) hallways, when a lot of what makes Duke 3D exciting is the actual exploration and figuring out in which smart ways sections of the levels connect. (could go on for longer, but I'm running out of time for now)
This post has been edited by ck3D: 19 December 2019 - 01:14 AM
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