Finally got to playing Dogville 2012, which indeed is an improvement from the previous version. This time I played "Waterworld" as the soundtrack and it was a good choice considering how long the map took me and how this classical track is not very involving to the point of distracting after a while.
The sheer size of this level is really impressive - it took me 73 minutes to finish on CGS, which is similar to monsters like Woudrichem War. I also really dig how the map looks back on itself, revisiting previous locations via clever interconnections (for example how part of the sewers is initially closed and only accessible towards the end, which then leads us back to the sushi restaurant at the beginning to grab a blue keycard, or how the final battle takes place around the first part of the map). This felt especially appropriate here, since otherwise the map would really feel like 2-3 completely disconnected, different maps.
As for the locations, my favourite ones where the train station towards the end, which involved a cool sequence of riding a train (the fact that you have to use a train to move through the level speaks again on its size!), the luxury mansion at the beginning of the "2nd" part of the map (after sewers), also the strip club with a peeping Tom's appartment next to it was pretty neat idea. The 2nd part looked notably cleaner than the first one, but then again it felt completely different than Roch maps which have this meticulously planned urban layout - all the decorative doors, bold use of palettes and some natural environment didn't really made this one visually coherent in my opinion, it might have contrasted too much with the architecture (also I sometimes felt like the modern, out of the box architecture was a bit overpresent here, e.g. the brick facade with protrusions in that small, more industrial oriented area with the gears). This criticism might seem a bit too vocal - by no means it makes the map any worse on its own really, it's a great map and if anything it's cool how it diverges from the Roch in the end, despite all the similar ideas used. Just that aesthetically I personally prefer how Roch maps are structured.
Now about the combat... Basically, I could just copy paste all the Ninety-Six' criticism of Roch series in this aspect here. I'm not sure if it's a matter of different playing styles or maybe the version of EDuke I was using messed something up about the enemy AI. The enemy placement seems to be really an afterthought here, besides a few interesting encounters. A lot of indoor areas seem very cramped (especially in the earlier part, which is understandable as it was built in 2004), but also a lot of stuff in the streets feels awkwardly blocked (also the invisible walls in locations that feel quite inviting for platforming exploration). There's a lot of cheap tricks with enemy placement indoors (turrets in the blind spots in a small room after entering, ducking pig cops right after a cramped corner), but really it's the outdoors that suffers the most. I felt like almost every enemy should have been changed from stayput to normal and vice versa really
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
There's been awkwardly sleeping stayput enemies which would just try to walk towards me without attacking like sitting ducks (which was the case with most stayput battlelords, besides 1 or 2 in the first area), and other times just wandering into weird corners of the map. What's the point of spawning a horde of troopers on the floor, not directly near the player - that's basically just fuel for mindless keeping the button on the trigger. The funniest thing was around the vet shop - a switch spawned a bunch of troopers outside which all started shooting towards my direction, but before I managed to reach them, like 5 of them already got killed with their companion's friendly fire. Even the larger battles seemed mostly like sniping monsters through the whole map or luring them out into a more narrow backalley from where you just emerged. Maybe I wouldn't feel so disappointed by this aspect, but since the map had almost 380 enemies, took about an hour to finish, it became so strikingly tedious.
Anyway, since it's almost the end of the month, it's time to choose the next month's pick! So far there were 2 propositions. Please copy the form below and add a "+" for whichever option you would like to vote - you can also add another option, but too keep it smooth let's keep it only to 4 options max.
Dark Place series by Taivo Maripuu
All the maps by Maarten Pinxten +