It's hard to find more words for compliments after 2 previous level – but you're really seem to be outdoing yourself each time with these (OK not really – I loved all 3 levels and it would be impossible for me to pick my favorite out of them actually
). It was really cool how that diagonal collapsed building at the beginning was just somewhere there far in the background, not distracting or being the main attraction, but just an integral part of the landscape. A lot of nice architecture and details in the first part, then…
Boom! That collapse was really intense and surprising, and a really cool fight right after that – I tried to stay behind the building not to wake the Battlelords, but still one of them managed to attack and actually almost caught me on the flank. It was all pretty straightforward from then, but that's good due to lots of scripted sequences – I could almost feel the tension of all these ongoing earthquakes and time running out for my escape! Also I can't remember the last time I used pistol so much in Duke – there was a lot of sniping those damn troopers over long distances. And a nice touch making steroids an actual plot device here – I and probably most people don't use them too often outside multiplayer and I don't really see them that often in user maps these days, so no bumping into one immediately lit a light in my head – "ah, gotta run!".
The design of the final part was great, with the map "folded" in half (although I admire the constructors of that tall building in the "top right corner", their structure managed to withstand getting tipped without collapsing/breaking!
). That's definitely something you don't see often in Duke and after clearing the streets, I took a while to again just observe all that goodness. Reminded me a bit of old map "Bizarre" by Bob Masters which had an Escher-esque building with gravity changing, but this here was done on a much larger scale and without any gravity tricks.
Once again, great track – very dark and it had a lot more depressive feeling than the previous 2 ones, but I think it fitted the theme and plot of the level best. It gave me chills in one moment, when the most "ominous" part played right when I entered that greenish alien hall at the first alien structure.
Two small issues I noticed:
RPV's at the beginning seem to get stuck at one point – not sure how often this happen, but I had 3-4 of them just stacked on the spritework at the edge of the canal, so taking them out was like fishing in a barrel.
The new sound didn't play for me at first, I had to manually change its file type from .ogg to .voc, but then it worked fine.
Side note update: Of course they must be linked to aliens – those were Enforcers in dinosaur costumes! And I was wondering about that dino dude when looking up your video on Youtube…