I finished the maps last Thursday and Friday, sorry for taking so long to write the reviews. Since I don't want to repeat myself as Aleks and others have already pointed out, I will only mention the most important things about both maps, conclusion and talking about Roch Island since I actually finished it a few weeks ago in JFDuke3D and have to point out some things about it.
Roch 7
Interestingly, this map (and Roch 8) start you inside a small dark sector placed far away from the map, before teleporting to actual map. I'm not exactly sure why but I find this interesting to point out.
Here is the map where you are given a blue card before entering any of the buildings that require the blue card to enter, adding a bit of non-linearity and making you choose which building you want to visit next. It's a bit similar to Roch 4 in that aspect but the execution was similarly done in Roch 8, you will see soon.
Found all 3 secrets this time around, slight help from Mapster but they were much easier to find and only 3 (as with secret map). There was that secret where you had to push the box that I didn't feel risking to get squished, so I checked it AFTER I finished the map normally but thankfully you don't get squished, I had the impression that thanks to that fast door closing behind you, you get "stuck" in a cramped place but thankfully that wasn't the case.
The map took me a lot of time to complete and I honestly don't know if it took me one or two hours, due to vanilla clock resetting after 59:59. I remember having to wander around for a while until I found I missed that switch inside the fridge, no idea how I forgot to activate it but that was annoying, since I wasn't far away from completing the map. I doubt it took me more than 1 hour and 15 minutes to complete the map in total, so I'm counting as that time in stats below.
Roch 8
Wow, what a finale! You start under attack from aliens already (including Mini Battlelords on top of spaceship) and have to run and gather enough supplies while also avoiding various monsters. And after making your way through each building (most of which require the blue card that is spawned in one location and at every location visited) until you eventually get inside the alien spaceship and get the yellow card that allows you to exit! Too bad Roch 9 wasn't made, I'm very curious how it would have been. Maybe a map with a boss fight to conclude the episode/series. Oh well...
As for the map, at beginning I kinda wish I had armor to reduce the damage I took from attacks until I eventually found armor in one of buildings. And no the pig cops didn't drop armor UNTIL after I already got armor, though their used armors were still appreciated as extra armor, just wish I would have gotten earlier. Most people don't realize how useful the armor is in many games and helps to reduce damage instead of not having any armor and taking full damage from enemy attacks that makes you fragile. At one point I got down to 50 health thanks to a pig tank so I was looking for health and didn't want to use medkit, so I ended up picking an atomic health around the spaceship and THEN I noticed some large medkits. I really thought that tank got out of museum but it didn't, stayed there inside. Also like that pressing on doors marked with access card icon makes the blue card spawn, sometimes it spawns above your head, quite funny.
I liked some locations and the fact that you can get inside the spaceship. I remember this part being quite tough years ago (maybe because of those fast sliding doors that can squish you?) but this time around it wasn't hard at all and I carefully walked through those doors in order to avoid getting squished. One of protectors managed to get squished, though.
Found all 3 secrets as in previous map, with a bit of help from mapster (as Aleks said, that switch below desk was hardest to find, don't think would have found it without help of mapster). I know there was also the other secret that required to shoot an exploding barrel through a small door opening inside the museum entrance. I initially tried throwing a pipebomb through but that didn't work. Just shoot with pistol at that barrel and take cover! Strangely, I didn't find the Freezethrower until after I finished the map! It was inside fridge which I didn't even open it until after I was done with the map, just so I can have all weapons like in every level so far! Sucks that I couldn't make use of all that ammo I collected, would have been nice to use it inside the spaceship! At least I managed to shrink the Mini Battlelord (from inside ship) with the angle from one of the screenshots, so that the shrink ray affects him and saves me health and ammo for other weapons.
Also once again it took me over an hour to finish. Man, I'm so slow sometimes!
The way I had set up the folders (ROCH folder containing Roch 1-4 and secret map, while ROCH8 folder containing Roch 5-8 maps) meant I had Roch 4 music playing in the first half and Roch 7 music playing in the second half. There is also a demo included with Roch 8 that I haven't watched yet, mostly because I started the maps with command line parameters (which started the map directly), so I can also choose skill 3 that way, considering in Atomic Edition at least, the skill level is set to 2 when starting user maps from SETUP.EXE.
I honestly wish Roch series were finished, it's too bad Pascal left the scene just before the episode got completed, I imagine Roch 9 would have been even better and I pretty much agree with Aleks' rankings of Roch maps. I also think Dogville was a good map on its own and clearly Roch influenced at times (though I remember the gimmick with pressing on dogs close to monitor and it would spawn a card, it was a cool idea) and the 2012 version is even better, as far as I remember from playing it in past, it was much longer than original version.
We will see how things will go in next days when I get to play the maps. I only want to ask if the Dogville I downloaded a while back from Dukeworld (which is dated 11/08/2004 20:18) is the original version or was there an older/initial version before the controversy occurred? I wasn't in the community back then (the earliest I read about that controversy was in 2010 or so when I lurked around some Duke forums and found a Dogville thread on amc web forums and was surprised) and I don't know if that version is still available, I'm just curious.
Overall stats for the Roch series:
(ROCH1-4 + SC1)
Deaths: 1
Kills: 620
Secrets: 37
Time: 03:56:27
(ROCH5-8)
Deaths: 0
Kills: 650
Secrets: 17
Time: 04:26:03
Total Deaths: 1 (Roch Secret 1)
Total Kills: 1270
Total Secrets: 54
Total Time: 08:22:30
The reasons why I have been so slow are:
-Haven't played the maps in years, although they were familiar to me and remembered most of their locations
-Playing the game in DOSBox results in default keyboard only controls and slower reflexes overall, compared to my usual faster-paced playing in source ports with modern controls + mouselook, such as EDuke32, RedNukem, Megaton, World Tour, etc
-Hunting for remaining secrets results in an additional 10-15 minutes or so, depending on the amount of secrets found/missed and if I looked at mapster and know their exact location
Roch Series conclusions: Great maps, especially when they came out. Some maps show their age (especially the first map) but the maps are still worth playing nowadays! Not so much using DOSBox (as it was my experience this time, as I never played the maps in DOS Atomic 1.5 before) but perhaps the Addon Compilation version (that is compiled into an episode, with few fixes) in EDuke32, for the best experience.
Bonus Level:
Roch Island
The tribute to Roch series. A fairly large map that can take you up to TWO hours to complete! It is also very action packed. I unfortunately don't have time to make a walkthrough, so I will let others write a walkthrough and the highlights of the map (Aleks already did that in meantime while I'm editing and finalizing the message). I finished it a few weeks ago as I happened to have it installed at that time.
I will say that I highly enjoyed this map due to its open ended nature but I also have two major issues that felt they could have been fixed before:
First, there is no jetpack in this map at all! I even searched with Mapster and there was none, unless it's supposed to spawn somewhere from something. One of the secrets early required a jetpack to reach it as it was too high for Duke to reach it (the one with the hidden bathroom and an enforcer inside), unless I wasn't supposed to break the fire hydrant and jump on it? The way I reached it was luring a trooper and jumping on its head, which was a bit tricky to do. Then I could reach the secret. I don't know, I feel a jetpack somewhere in a secret area would have been very useful to navigate the map due to high verticality. (Note added that I got a confirmation from Aleks in last PM that you were supposed to reach that secret by jumping on fire hydrant, I just happened to break it before I thought about using it and regretted it but then I saved anyway since I was using multiple slots and eventually I lured a trooper to reach it, at least that way I'm not using cheats)
Second, there were a couple of monsters that were missed at end of level, despite visiting everything and finding every secret. I don't know if they spawned outside the map or whatever. Besides searching in Mapster for anything hidden, in-game I only searched with cheats DNKROZ & DNCLIP (after I finished the map without cheats, obviously) and I was only able to see two mini battlelords that never noticed me in last area on rooftops and I couldn't get them notice me at all (due to lack of jetpack in normal gameplay), plus shooting with rockets at them results in wasted ammo, as they won't react at all until they see you for first time.
The Battlelord boss isn't too bad since you are given a shit-ton of ammo (RPG/Devastator pickups) and atomic health. It's more about surviving that horde you fight when you enter last part of the level, before cleaning the mess and fighting Battlelord that doesn't notice you immediately. This last part of map (and parts of some ck3D/MRCK's older maps) are slightly modified and featured in the last boss level of Metropolitan Mayhem. I think I may remember few missing monsters in that map as well or I was able to get all kills? I don't remember well (though I remember other boss map had a problem with the missing enemies) and I still don't know where I could have missed those 6 enemies, other than those Mini Battlelords on buildings.
I will be doing Dogville (original version) in JFDuke3D and Dogville (2012) in EDuke32 in following days, as bonus content for the month. I might even add City Full of Alien Scum in the mix, as suggested by Ninety-Six. Then I'm curious what will be chosen for next month. On Doomworld megawad club, voting begins on 25th and people are allowed to vote up to 3 choices, then the one with most votes gets chosen, while in the event of a tie between 2 or more choices, one gets randomly chosen.