#44
Posted 04 January 2021 - 08:53 PM
Alright, it's time I put my thoughts on this episode out here.
In general my experience mirrors that of Mikko's I think. So I'm gonna give my praise to the overall design right away - this is some of the most impressive stuff I'd seen done with Duke in the long run, especially in Piggish Prison. Walking around the central building, admiring all the little things, small seemingly insignificant details, the way everything is connected together without a hiccup, the absoulte beast of the ROR effect, the sheer amount of the impressive effects you managed to pull in this map alone is a damn fine achivement. It must've been hell to make this. I didn't experience a single visual glitch in the building, didn't clip through floors, everything is just so damn neatly organized and flows together perfectly. I was going like "daaaamn" for the majority of the Piggish Prison. Not to say the other maps are lacking in the visual department, all of the maps are very lively and detailed and impressive, but Piggish Prison takes the cake easily in terms of pure visual design.
My favourite little effect was microwaving a burger. This amused the hell out of me.
Now that we've got that out of the way, let's talk gameplay.
It seems like a lot of people are a little overwhelmed by the obscurity factor of some of the puzzles and item placement in your maps, but I must say I was never lost once during my playthrough. Not a single time I missed a keycard or a key object, not a single time I didn't understand my objectives or rules applied to them. Probably helps that I've played maps like that which utilize viewscreens and "alternative goals" in which you have to use a non-usable thing or read a note or else. I must admit that the keycard placement in Casino Carnage and Monster Mayhem are offputting for players, but for me it wasn't a problem. I found those at the spot, just thought to myself "Huh, that's kinda dickish, but whatever". Again, it helps that I'm used to stuff like that. Triggers for some items can be a little unresponsive, but it's a minor thing. Overall, I really enjoyed the puzzle elements, different objectives the maps present in them, it gave the maps some sense of life. Cool stuf, but I wish you could apply stuff like that on a broader scale.
With that being said, my main gripes with the episode were all concerning the way combat is designed. The first thing which made me raise my eyebrows was the inclusion of the screen shake when your health gets low. Nobody mentioned it, but it really got on my nerves a few times, especially because it resets your aim. I play with both mouselook and autoaim (mostly to abuse pistol), and there were many times when I was aiming at something above me and taking fire reset my aim and screwed me over. I simply see it as a redundant inclusion: Duke already gives a sound cue when he's low on health, you as a player already tense when you're low on health, why shake the screen?
The next big pet peeve of mine is cramped space which there is a lot of. Your maps remind me a lot of mid 00s maps with highly detailed enviroment and really tight spaces. I see Duke mainly as a game about movement, and when there's not enough space to maneuvre the game is just less fun to play. It's not like it's no fun at all, but it is less fun when player is confined in a 1024*3072 corridor with a hitscanner up your face and spritework getting in the way. This issue is present in all 4 of the maps, sometimes less annoying, sometimes more annoying, sometimes absolutely exhilaratingly insane. I'd say it comes down to personal preference, but I can't really say this is my thing.
The worst offender is Piggish Prison. Damn, man. There is some truly evil stuff in there in that building. And this is where we'll talk enemy placement, because damn, man, not only the spritework gets in the way, not only there's little room to dodge all the PigCops and Enforcers, but there's some really evil enemy placement. I distinctly remember opening a door and getting a rocket in my face from a PigCop at least two times (and there's no denying this is a dick move!), there are generally too many pigcops for its own good, and the outdoor area turned out to be very evil. I had the same experience as Mikko in this map: after grabbing the yellow keycard I got locked in a room with 23 HP, a Commander spawning in my face, fall damage reducing my HP to 11, very little ammo and Battlelords and PigTanks roaming outside. At this point I didn't even realize that the map respawned new weapons and ammunition since there's no obvious indication of this and I thought I was fucked for good. Damn that was really evil. And just in general throughout the episode there were a lot of times when I was put against an enemy with very little space to move. This is not my type of thing, really. I don't think it really creates a fair challenge.
I would say Piggish Prison would have really benefited from reducing enemies and ammo count. Make the player face 1 or 2 foes at a time with precision, making every bullet count, focus on the puzzles and then escalate the action, slowly crank it to eleven.
The best map in terms of combat was Freezing Fear. The enemies in the cramped spaces were spread out evenly, the balance was really good, the final showdown was really cool (even though I had to wait 10-20 seconds between each wave), good stuff! I also really enjoyed looking for clues and passwords, that stuff was also really cool actually. The most generic one is Monster Mayhem. Very cramped, kinda forgettable in terms of gameplay. The mutant sequence was great, though!
Overall, despite some shortcomings in the combat department, I enjoyed the map pack. It is truly a labor of great care and love for the game, a very distinct passion project and it shows. I think your style would really benefit from focusing more on the puzzle elements and opening the maps more. (Although I always saw the cramped design as a consequence of focusing on realistic spritework and detailing. It's almost like one doesn't go without another.) Congrats on releasing this after all these years!
P.S.
The string of projects lately got me thinking a little. Stuff like BiB episode, Shaky Grounds, Chillin', Downtown Journey, Fallout Freeze, MRCK new episode - all seem to be grouned in the hyper realistic style, lots of detail, impressive looks, spritework so complicated it melts your eyes, but I really wish for more stripped down and pure stuff. Like, I wonder what a stripped down, purely design oriented map would come out of MRCK vision, Ostrum vision or your vision, Aleks, with only the neccessary elements present, just pure gameplay flow and absolutely nothing else. Makes you wonder. I hope I get to see this.
2