Quote
There's also this case with split doors where both the ceilings and floors are moving (by definition) and so no matter which alignment you choose, the texture will move with the door in one way or the other unless you make the door sector an island sector that's detached from the neighboring walls (I personally do that, but I also have the habit of designing all my ceiling and floor doors like that so for me and I'm sure a lot of mappers, that's not exactly exceptional).
Do you mean the side walls of split doors in this case? Personally, I've always considered them a "part of mechanism", especially when they use one of the conveyor/chain kind of textures, so that never bothered me in this case.
The Restless Resort
This map is very short - took me 11 minutes and had only 40 enemies on CGS, also no secrets at all. However, this is by far the best one of the pack so far and it really makes my expectations for Crucial Conflict very high! Decided to follow the theme with soundtrack I used, which in this case was exotic "Jungle Vein" from Duke Caribbean.
The level has apparently been done for some contest and has won it - which is no surprise, as it's design is some of the best and most original of the time. We start in a remote and demolished EDF base, to get our briefing and get teleported to Indonesia, where apparently some scientists have been missing. While the initial location does use some neat effects, this is really where the fun starts.
We'll be exploring a jungle/island theme, which at the time must have been something quite new in Duke 3D. I think that besides Legends series by Mike Beaulieu, not many mappers have tried to tackle that style with all the plants and sector trees. This is quite an interesting section which leads us to an EDF waste facility, where we have to use a tank to blow out the door!
Inside the facility, there's a rather interesting Battlelord encounter, as we can kill him just with environmental damage through "burning waste", but first we have to sneak past him to supply oxygen and fuel, in a neat BobSP kind of machinery. To be honest, in retrospect my Submachine looks like it might have been inspired by this map a lot, if it wasn't for the fact I haven't ever played it before...
There is also quite elaborate story, which we follow through scientist logs and EDF messages in a Half-Life-esque way. This story nicely builds up to the ending and doesn't make us read too long messages, being quite naturally composed into the map's narrative.
The combat might be a little humble, but also we're given quite a limited arsenal, so the enemy encounters can be interesting - especially with how the environments can be used to our advantage and how well the enemies are placed. I've managed to get some "infighting" going on in this one, with enforcers killing troopers 2 times, also lured one enforcer into tripmines guarding the gate to the facility.
Finally, I gotta commence all the little details in this one - like the ladders or even ivies you can climb up on, the little wooden boat, steam cleverly used at the base of waterfall or small monuments of the local gods.
With the refreshing theme and very good design, this is definitely something worth playing!
And finally, the
Crucial Conflict. These maps follow the same storyline and can be played as an episode, but I chose to play each one separately. MPCC 2 and MPCC 3 use some custom art, which seems to be mostly Half Life textures (in case of MPCC 2) and modified stock textures in MPCC 3.
MPCC 1: Suspicious Storage
This one starts with the premise of having scarce ammo and potentially requiring the player to avoid some enemies rather than attack them, but in the end I found it quite easy to kill all the enemies (especially the commanders in the watchtowers were probably meant as a constant threat). Used "It's Impossible" as the soundtrack. The map took me 10 minutes, there were no secrets.
The map takes place in, well, a large warehouse in the Rotterdam docks, full of large cargo containers. The design looks very clean, but despite using different palettes and configurations for these containers, it's quite repetitive all in all. Once again we have the minefield similar to the one in MP Rocket, but this time it's more difficult to avoid the explosions.
The level is apparently "objective oriented", but considering it's very linear and full of direct sequencing, it seems more like typical button hunt (despite the logs which can be seen on some computers). The ending is a bit more interesting, with boarding a ship and launching torpedeos (even though we can't see the explosions). Gameplay is the typical and conservative one as in previous maps, with mostly low tier enemies and about 40-45 of them during about 10-15 minutes of gameplay. There might be one little progression slowdown, as you open a door then have to backtrack all the way to the beginning of the map, with barely any shortcuts opening.
By this time, it seems Pinxten got quite a distinct style with certain types of textures and their combinations he keeps using. Combinations of hi-tech/industrial tiles, Atomic greenish/Derelict set and canyon/desert textures, red sunset sky - this is very MP.
The map is short and certainly worth to play - even for having a "full experience" with its 2 sequels, which are much better levels.
MPCC 2: Waterworld
This one doesn't pick up exactly where the last one left off, for some reason - even though it would make perfect sense for it not to have any story pushed in between the two maps. The Half-Life inspiration is even more clear here, with the map going as far as borrowing some of the textures from the game. Despite this, the textures doesn't clash visually with Duke's set, as they're used carefully and the re-palettisation seemed smooth. In fact, I once caught myself wondering where the barbed wire texture/sprite is in Duke, before realising it's a custom piece! Once again, there were no secrets and I took 12 minutes to complete. Played "Waterworld" as a soundtrack, obviously!
The mission-oriented gameplay is definitely more emphasised in this one, with even more screens with logs and the first part of the map having quite a few tasks to complete, even if they're very simple. It takes a while before we get our hands on any gun at all, so in this case we pretty much have to rely on "stealth" in the first part of the map, which was done really well! Even if the combat is basically the same kind as in previous map, it feels much more fun to play.
After clearing the first part of this map, we have to take a boat to a remote island - having noticed it before, I was sure it's just a landmarking piece in the distant, so actually getting there was pretty cool. Here, especially the use of custom textures for the cave sections is done very well. It turns out the island is an abandoned EDF facility, now used by alcohol smugglers...
The design, especially of the first part with EDF base, is very reminiscent of a more "modern" FPS, at least for the early 2000s. This map and the next one also really reminded me some of Alejandro's work, especially his EDF Secret Base level (which is something even Mikko mentions in his level of EDF Secret Base), of course this one being the earlier work. I suppose this might be were Maarten was mad at Alejandro for too distinct inspiration?
This is one of the better and funnier MP levels, definitely one worth playing!
MPCC 3: Acupa Dylana
Final piece of the trilogy is the best of Pinxten maps, although not perfect. The story involves an alien-made genocide in Rotterdam, alien boss with some funny name and having to attack his ship in a small spacecraft. The level took me 19 minutes, found 4/4 secrets, although I had to backtrack quite a bit for the last 2 (hint: if you want to get all secrets, don't board the ship before you find them!). Used "Aliens, say your prayers!" as a soundtrack.
Use of new textures is much more discrete here than previously. Like Pascal did in Roch 8, Maarten here tries his skills in making an alien ship, which ends up looking quite cool, especially with all the sloped arches and doorways. The initial part of the map includes a lot of "BobSP" kind of details, including an oil meter filling, "pickable" chip and the distance meter while travelling in the spacecraft.
The map plays well and keeps better dynamics than previous levels, despite still summing up at around 50 enemies total. The space travel sequence is pretty cool, even if it's been done before and later. Everything is pretty linear once again, but this does work quite fine in this case.
Final battle with Battlelords is pretty challenging, as the area where we face them is pretty confined, so they might run in our face - but then there's teleporters allowing us an easy way to back out (which I only found out about after dealing with the Battlelords face-on and taking all the heat on me
). Too bad it only leads to a rather anticlimatic ending, which is
We then watch Star Wars-like rolling end story and the map finishes. Not sure if there was a final level planned, but it certainly feels like there should be one more.
Despite some drawbacks, this is a peak of Maarten Pinxten's style in mapping and his best map.
And once again, my personal rating of the maps:
12) MP Hydro
11) MP Weapon
10) MP Power
9) Hazardous Chemicals
8) MP Research Facility
7) MPCC 1: Suspicious Storage
6) The Railway Station
5) MP Orbit
4) MP Rocket
3) MPCC 2: Waterworld
2) The Restless Resort
1) MPCC 3: Acupa Dylana
I'm still planning to do a video with commentary on one of the maps, preferably
The Restless Resort, since it was short and sweet, with lots of cool ideas. Unfortunately, can't get my mic to work properly with OBS for now.