The Watchtower, on 16 October 2020 - 06:17 AM, said:
Yes, these didn't breach the rules I mentioned in the previous post, but still.... I think my problem with them is overdetailing. Yes, overdetailing (fake doors, sprites that block moves, irrelevant banners, etc) was a problem in World Tour as well, particularly in Levelord's levels, but not on the same level what Roch, Red etc. done. Roch also had the problem of (maybe a Number 6 rule) repeating itself too often. Basically you can't tell the difference between ie. Roch 2 and Roch 5. The only distinct parts were Roch 6's outside part, the giant flyover road, and Roch 8's alien ship part. Then mansion in Roch 4 was fine back then but when I replayed it, it didn't age well. Also Roch didn't have a narrative what the levels really want to show, gameplay is as generic as possible with no thought behind monster placement, and details were over the top. It did have a strong influence on the community, so I don't want to be mean with it, but really, for strictly subjective reasons I can't see it as an official episode, even with a final level.
As for Red, I think my biggest issue other than the unnecessary overdetailing and overcolouring is that those set pieces, like the horror sounds are only working for once or twice, but these things age poorly because they appear at the same place all the time, so the horror appeal is gone after a few plays. Also, I remember when Red 3 came out, it was a jawdropping experience, the horror elements were intuitive and the map played very well, and actually didn't age badly due to its atmosphere. Since the map was so good, Merlijn started overusing these elements in his other maps. He shouldn't have actually, the experience got inflated and the next two maps were just half of what Red 3 was. He is still using these elements in his new, Shaking Grounds episode, but honestly, it should be gone by now.
While these opinions feel a bit mean, I still think (and thank to the authors) it was awesome these episodes were made. Both Roch and Red had a gargantual influence on Duke's communtiy legacy, and they are very playable and fun, they are just not commercial in their style.
I can understand your point of view, but I don't agree with the guidelines and rules you're setting here, as Phredreeke mentioned. I think "expanding" the Duke universe means more than just copying the original level's classic style, but rather doing things that were impossible back then. Even WT levels are far more detailed than original ones, although made by the same authors (and yes, I've seen you complaining about Levelord's ones in other posts

). For instance, I love the original episodes, but I don't wanna replay Red Light District all over again in new, generic incarnations. From what I remember, Fakir tried doing the maps in classic style, also I've always viewed Mikko's style as very much classic-inspired. But level design is a largely creative process, so it should be about realising one's own vision - and thus about evolving, not keeping to tradition.
And such evolution's milestones were mostly Bob Averill's series (along with Alejandro Glavic's hi-tech/industrial stuff, from where one branch of levels evolved) and Roch series (which took a completely new approach on city levels). Both of these set up kind of benchmark in terms of level design and detailing, the original levels were largely underdetailed due to performance issues. It's fun for me to play more classic styled or older, "96's style" maps from time to time, but the ones that are actually remarkable and which I remember are these which involve something new, whether it's brilliant design, new gameplay type, innovative effects and ideas. For example, I haven't replayed Roch in like 5-7 years I guess (in general I rarely replay levels), but I still have very clear image of some of its key points (Roch 4 being my favourite I think, with "non-linear" gameplay at the beginning, then the awesome mansion, which I still deeply love).
Also not sure how you define "commercial" here - DZ2 was "commercial" after all for example. On the other hand, I'd easily pay for Roch episode if it was released as a commercial game, also I think it would be one of the first things I'd show to someone not familiar with Duke to get their interest in the game.