Haven't posted in a while and hopefully I'm not too late, however I have good news. 10 days ago I finished the initial 1.0 release, while last Friday I finished the first update 1.1. Both were finished 100% on CGS difficulty using EDuke32 r5498 (the latest 2015 build). High Treason's level (Poormann's Library) is only level that had a slightly different experience in each playthrough. What I mean is I suffered one death in 1.0 by falling into pit after getting devastator from secret area and had two missing enemies at end of level, while in 1.1 I had no deaths and only one missing enemy.
All rest levels were nicely completed 100% and no deaths with some help from YouTube videos (most notably, SSGmaster's playthrough) to find missing secrets or whatever and I will now talk about each level, along with attaching one screenshot of each level. I will not be as detailed as Aleks when reviewing maps because I don't have much to say and I will rather talk the overall impression about every map. I may or may not spoil the puzzle solutions in order to access the secret exit.
I haven't played yet versions 1.2 and 1.2.1 in their respective EDuke32 versions (r5974 and r7299), however I will do that this week and then let everyone know if they still work fine, just before the month is over and moving on to next month's choice. As far as I can tell, the older versions I played worked fine with the exception of a visual glitch in main menu where User Map overlapped with the locked User Map option. Once I unlocked the randomizer and User Map option after finishing the episode, the menu issue was gone.
Let's start:
Lobby
A nice opener. The level isn't very difficult and features mostly the basic enemies, with some tougher enemies near end. In initial version, there was no armor to be found near beginning (don't remember if there was an actual armor pickup placed somewhere), in 1.1 there is an armor pickup located below desk, close to that water bottle.
The things I liked about this map were the mailboxes having the mappers' names, the water bottle mechanic (you can drink from the bottle if you aim correctly, it takes a while to get it right) and the laundry with the washing machines.
There are two secrets that can be found: After unlocking room with red card, press on the computer and check the wall behind revealing a Shrinker. The second secret can be found in the laundry, one contains a box of pipebombs inside.
Executive
The start of the level can be a bit tricky, though you are given 6 pipebombs to make work of the pig cop nearby until you get the shotgun dropped (if you are lucky) or run to the nearby weapon pickups. They are all located close to another.
Also I find it funny (not sure if the message was entirely replaced or happens sometimes) when you pickup the chaingun, it says: "NOW I HAVE A MACHINEGUN! HO-HO-HO!"
Anyway, once you are done clearing the start, you will have to make your way until you reach the part with those "crushers", which you have to be careful. There is a single one earlier where you simply have to press a switch fast and then a group of 3 later on, the ones in left and right are actually two groups, the one in middle is a single one.
It is a bit tricky to safely get through them, luckily I didn't suffer any deaths but I had to wait a few minutes until it was safe. It's only difficult when you have to cross from one side to the other, as when you reached the opposite side and access those switches, that part is easy but going from one side to another and then back (after getting the card) is tricky.
There are three secrets to find: one hidden switch behind a box (opens a nearby interesting room), a poster that you can go through and at bathroom, press the wall and you can get the freezethrower.
Construction Destruction
One of the highlights of the episode, you have to make your way while things are exploding and monsters are ambushing you. The only difficult parts are getting 100% in this level since there are times some commanders just won't want to come through window, they will become unreachable once they descend. Oh and those Mini Battlelords can be tricky to take down since they are encountered in close quarters, though the one far away on the platform can be easily taken out with RPG.
Another thing to look out for are those troopers at the windows at beginning, it is problematic that you don't have access to pistol at all in this map, so you have to use your shotgun and chaingun, ammo that is precious at beginning when you should be focusing on the bigger threats. Plus you have to see if they fake dead, because that way you can miss a kill if they do that animation sometimes.
There is a single secret to be found after you make your way back and kill a mini battlelord, look for a small room that had a commander, pig cop and enforcer in it. Blow up a crack and access a hidden vent with atomic health.
Fun map, although the in your face explosions can be a bit annoying. And remember having to replay the map first time since I ended up with 40/42 kills (probably thanks to those commanders) on first playthrough.
Bits
Some really cool ideas, like that part with the server. I also found interesting that room with the two switches, press the right one to advance, as the left one causes a trip mine trap that will be tricky to avoid. The funny thing is that on the first playthrough (at least I did recently, don't remember how it went years ago) I first pressed left and then right. When the commander reached towards me, I jumped through the hole and the commander just hit the mines at same time, which was funny and that way it made that room safe and the commander died too. Though there is no point in revisiting that room and you aren't given explosives to get rid of those mines safely.
The server part was also interesting but I wish the commanders would stop going down/descending and having to wait for them to come back up (while on the ledge, so they can see me) or load an earlier save. It makes getting 100% kills very difficult.
There are three secrets to find. Freezethrower secret in one of the small rooms (to access it, press on), an atomic health secret accessed from those vending machines in middle of map (I would highly suggest to save the atomic health for end of level, it will come handy for next level) and an armor secret after destroying the server and killing those commanders, crawl into the vent and find the armor before dropping down (I don't think there is a way back if you miss it).
Abstratech (or
Abstractech)
Note that the title of map was updated in Duke Hard 1.1, Abstratech is the old name in initial 1.0 release. As such, due to differences found between versions, I will write a bit more compared to the rest maps.
An unique map, although a little annoying at times to be honest. It is also hard to avoid getting dizzy with all the rotating stuff around, at least it caused me feel a bit dizzy for a few minutes, remember causing me a bit dizzyness back then in 2014 as well, though this time I didn't feel long term effect.
Perhaps the map that received most changes since its initial release. In the initial 1.0, there were two secrets to be found (Devastator and a hidden room that had atomic health and dev ammo). In the updated version, only the devastator secret can be found, the other secret was removed.
The map is also relatively difficult when compared to the rest Duke Hard maps. It is probably caused by lack of armor (at least until end?), unless a pig cop drops used armor (like happened on the Duke Hard 1.0 revisit) because I remember back then when I played Duke Hard and registered on the forum (again, one of the first things I played when I signed up on the forum, I don't mean the first Duke3D mod I ever played, just the first thing I got to comment after registering) and I remember the map was called Abstratech and was quite difficult and had a few low health moments, though thankfully I never died but it is quite tricky and also potentially able to get squished (can't confirm since I didn't get squished but due to rotating sectors, it is possible).
The reason why map can be difficult is that enemies can easily shoot you and they placed in such way you can lose health quickly. Even if there are a good number of large medkits that give 30 HP, you may find yourself with around 30 health (as was the case with playing Duke Hard 1.1, which also had that extra atomic health removed) and it doesn't help that when you begin, you get a commander spawned in your face that you must kill with your chaingun quickly. Thing is on my recent playthroughs, in 1.0 I got to kill him with my last bullet (still ate a rocket and survived with 101 HP), in 1.1 I ate a rocket and had to kill him with mighty boot (thankfully only one kick) and had 99 HP left. Having that extra 50 HP from previous level really helped.
As for the rest of map, it can be a bit confusing and headache inducing, I can't say I enjoyed it as much as the rest of maps in the pack but it is not a bad map and Duke Hard doesn't have any bad maps (they are all good), I can say it was definitely unique and quite challenging at times, if you take too much damage, you can potentially finish the map with less than 100 HP (as was the case back then in 2014), though thankfully the next map is short and easy.
My favorite part is probably the ambush with those monsters where the three rotating sectors earlier lower into the ground.
CEO Bathhouse
Probably the easiest map in the pack (and also the shortest), you should have no problem with this map at all. The encounters are fairly basic and easy. There is also an atomic health to be found in the pool with the ladies.
Two secrets to find: pipebombs (jump after the toilet door and make sure you enter inside the secret to register it) and a hidden Devastator (near the pipes area with the switch), press on a panel and it should help dealing with those monsters that spawn.
You should be able to beat this map without taking a single hit or just a single hit and have that extra health for the next level.
Storage Wars
Another short and easy, straightforward level, though at one point you have to jump at the window to reach the next part, it's still an easy map. Just like the previous map, it is possible to beat this without taking damage or just a single hit, saving the remaining extra health for the next level.
One secret to find: 3 pipebombs hidden in a crate, look for a gray crate that looks different, kick it and get the pipebombs, might be useful in dealing with a few enemies when short on ammo.
Eat the Rich
Probably one of the best maps in the episode, it feels like a highly polished level and you get to make use of Shrinker and shrink yourself through the vents to reach the next area, then you are able to unlock the door and backtrack.
I liked the parts where you are given expander ammo to fight some respawning enemies, the mini blue protector drones (I would recommend waking up only one each at a time instead of all of them) and the aquarium that holds blue card, which spawns some enforcers.
The only odd thing is that in the pool area, there was a red trooper that teleported away and didn't come back (maybe it fell in pool after becoming invisible?) and had to load an earlier save because I waited a minute and he didn't come back and didn't want to have a surprise with one missing enemy at end (despite the fact you can kill the shark and have an extra kill, as sharks don't count as extra enemies but still add to kill)
So I had to shrink the troopers fast enough.
A single secret to be found in bathroom, you just have to shrink yourself to access it and it allows you to get extra shrinker ammo and a much needed shotgun!
Commercial Break
Another very interesting level, though somewhat short and the challenge mostly comes with not getting the pistol until a bit later, not immediately. You may choose to kick troopers in face or use those single pipebombs (don't worry, there is no crack to break).
Later in map, there will be a Mini Battlelord that spawns when activating the switch. I suggest to run from the other side and make use of your weapons you have gathered at that point. The secret RPG may help, which is accessed by pressing on the ORDER button and jump on the nearby opened vent, it is a bit similar to Duke Burger from original game.
Overall, fun short map, though wish it was a bit longer.
Cinematic Lounge
Another interesting map, in this one you are given TWO pistols at start and a bunch of troopers to shoot up. To progress further, you have to jump on ledges and access the other sides of the buildings, then later you can unlock the next rooms without having to hop around the building.
There are a few fights that can be tricky, with the commanders and protector drones (in two separate rooms), so I suggest to take cover. There is a mini battlelord that spawns at end when grabbing the blue card. I used Shrinker and worked perfectly in both playthroughs, with first time the shrink ray hit him perfectly, the second time it took a while and managed to shrink him in time with my last shot before he shot too much at me.
To get the last secret (atomic health and dogs), press on the babes panel near beginning, there should be a button, look down/crouch and you should see it. I recommend grabbing both this one and the other atomic health from the cinema room, so you can start the next level with 200 health.
Flesh
Things start getting a bit spookier (though not as the next map, you will see what I mean) where you will see a few rooms that seem a bit bloody and it also helped by the fact Doom E1M8 music plays in background.
I would suggest when you reach second room, to let the pig cop shoot through window at those enforcers, so that he kills them for you, saving you health/ammo.
The last part of the level can be a bit tricky since there's many pig cops behind bars that are difficult to hit (may require 15-20 or so shotgun shells to kill them all) and then the next room (after finding the switch) with the Mini Battlelord and protector drones, you have to be careful. Once you clear the room, grab the card and then kill the remaining enemies that spawned.
There is a secret to find behind DUKE NUKEM MUST DIE poster. Contains portable medkit, armor and atomic health! They are pretty much needed, though I suggest saving the atomic health for the end.
Poormann's Library
This is it! The most unique level of the episode and also the scariest! I will say that it is very well designed and scripted, though I heard it is unfortunately broken in newer EDuke32 versions but at least the build I recommended earlier (r5498 with old Duke Hard versions, note that I haven't tried playing Duke Hard 1.2 and 1.2.1 yet) worked just fine.
When you begin the level, you will have to kill the enemies quickly and then watch out for that helicopter lobbing mortars at you, as it happened to me first time, I took a lot of damage and didn't realize what happened and what exactly hurt me, the second time I was lucky and cleared this part without dying or minor damage.
You will have to do various weird shit in order to advance to next areas, so I will not spoil.
The only problem is that you will always be missing an enemy or two at end of level, which is a shame. There is a secret to access it, it is further in the map and when you look down, you should see a secret devastator. It is easy to reach it but getting back is another story.
Unfortunately I died once when I tried going back up, as I fell down into pit (in the Duke Hard 1.0 playthrough I did nearly two weeks ago) because Duke hit his head and fell off. It is tricky to make the jump back and make take a few tries but you should minimize the danger by pressing the backwards button should you hit your head off, so you don't hopelessly fall. Fortunately, it was the only death in Duke Hard 1.0, I haven't died at all in Duke Hard 1.1 and years ago on first playthrough I don't think I died but I also didn't go for most secrets.
Another thing that kinda ruined the experience is as mentioned, the missing enemies. Not sure where and what enemies were but the first time I reached with 2 missing enemies and in Duke Hard 1.1 I got with 51/52 enemies at end. There was supposed to be an octabrain that teleports in the vent area after a while but I'm not sure what causes it to teleport (which worked in Duke Hard 1.0 but not in 1.1 and even then I had different amount of kills at end), which made me finish with 50/52 enemies in 1.0 and 51/52 in 1.1. I did however have an extra trooper appear right at end in 1.1 but not the extra octabrain, while in 1.0 that trooper wasn't present, however the extra octabrain showed up, as I have seen in one of the walkthrough videos on YouTube. And yes I made sure to also take care of those extra drones (getting eaten by slimers) and killing the babes that didn't spawn anything, so I'm sure I got all the kills in the map, one enemy somehow got outside.
Oh and finally, the weirdest thing is the noisy area near end which is just strange.
Overall, a very cool but slightly flawed map. Certainly the most unique level of the whole episode.
Showcase
Now back to the usual Duke3D action, in this one the shrinking returns and is required to access that room with two pig cops inside, though the Shrinker itself is hidden rather well (behind one of vending machines I think). I was lucky I didn't get stepped on in the room with two pig cops, they just waited me to first return to normal size and then start shooting.
After disabling the blue lasers and getting rid of those trip mines, you have to make your way in the building and fight the alien bastards. This level can be a bit challenging at times but the real difficulty comes from getting all kills, because there's THREE RPVs outside and once you destroy them, the pig cops fall down. You can kill them with pipebombs if you are lucky and the pipebombs manage to reach them down there. You can get 1-2 kills with a pipebomb but it should require at least 3 to get rid of all of pig cops. It is a shame that enemies don't take falling damage in Duke3D (the only times enemies take falling damage is if they are nearly dead, example frozen and let to thaw out, then they will die by just falling)
Once you clear the level (though the navigation can be a bit annoying/confusing), time to look for the THREE secrets. Two are just ledges you can access the atomic healths (best saved for the end, which should give you a head start in the next map) in the main area (with the RPVs outside) and a third one is the RPG you may have seen earlier, just go near the vent (after the area with the two pig cops mentioned earlier), push one of the crates and it will reveal a vent with a slimer inside (the last enemy of the map) and the path to the RPG.
Good level, although slightly confusing at times, not sure why but I felt I ran in circles at times when backtracking and trying to get the last secret. Also the Devastator isn't present in the map, despite getting ammo for it.
Legal Joint
Another highlight of the pack, this map is inspired by one of the classic levels of the whole Duke Nukem 3D, E4L2: Duke-Burger!
It is very well designed and I liked how large and challenging it was, with some very tricky puzzles, mostly to reach the last secret with the Dopefish Easter Egg.
You have to look out for the secrets and those hidden switches, I think it is far too much to explain in text, so I would advice to just watch an YouTube video how to get to those hidden switches and get that Dopefish secret, as well as in general progressing through the map since it can be a bit confusing at times. Especially the part you have to jump from building to building (don't worry, it's not the last map you have to do this, the next map has it too).
There are 5 secrets to find, two of which are found in vents (after you access that hidden switch, which is also a secret), an atomic health in a bathroom (best saved for the end) and the Dopefish secret.
When I found the Dopefish secret and asked me to make a wish (choose between two switches), I only chose the right switch (which spawns RPG and a Mini Battlelord), I didn't check yet to see what happens with the left switch, I just followed what happened in the playthrough I watched by SSGmaster (aka xdman, as he used to be called years ago).
Additionally, there is a D meal box (it is found in the kitchen) that when broken, spawns an atomic health, so it is best saved for the end and that way you get to next level with 200 health and YOU WILL NEED IT!
Power Out
Probably the most annoying level (though an interesting level nonetheless), this level is plagued by tons of turrets and invisible enemies. The invisible enemies aren't hard to see even without the NVG (I never used the NVG) but they are numerous and can get cheap shots at you. The turrets are still more annoying but thankfully you can kill them with your pistol and it is very accurate and useful at taking those turrets at long range.
Also another annoying thing is getting all kills because of the previous mentioned issues with flying enemies (commanders and sentry drones in this case) where sometimes they will descend and seem to refuse to come back up, unless you stay on the ledge where they can see you but even then it will take a while and might require a reload before they spawned, just to readjust their position. This is why I save often and keep backup saves handy.
The other important thing to note is the fact you can find the secret level in this map. To reach it, it is not very difficult but you will have to complete some puzzles. Two of the puzzle solutions are already shown in the map, the only solution I can spoil is the last switch which asks you how many switches (forgot the exact question), the correct answer is 7, so choose that switch and it should unlock the secret exit elevator.
There are again 5 secrets to find, it is difficult to detail them but one is the Devastator on ledge (very useful), a hidden room accessed by one of the windows when you are on the ledge of building, a portable medkit (use devastator to blow up the crack), a hidden NIN (Nine Inch Nails) reference and an atomic health in the vent (again best saved for the end, so you start next level with 200 HP).
I don't feel like writing walkthroughs and such, I will move on to the next level. This level was good but just slightly annoying and you will also need the armor pickups when you are given, since they will absorb damage, though the health and pistol ammo are in decent quantity. Just be careful of those turrets everywhere, usually hidden behind door corners.
Parking
Secret level time! You have somehow reached the parking lot. As Aleks has mentioned, every mapper had a signature vehicle, though I didn't notice that while playing, I just noticed now when reading Aleks' post and remembered reading about that before. It's pretty cool.
The other interesting parts is that voxelized (?) pig tank that if you blow up, it will create a hole in ground (probably a pit, I didn't try falling into it to see what happens) and also destroy a door.
The level can be challenging at times, especially at beginning (you will have to make use of the Expander for a while) but the other part you have to be careful is traversing that electrified water which eats the boots like the toxic acid in last two levels of Duke Nukem 3D Episode 4 (The Birth). Steroids will help and also make you immune to shrinking, should you get hit by one of those drones (I didn't get hit but by boots ran out a bit earlier than I expected, so I took around 30% damage). Then once you get there, kill the Mini Battlelord and other enemies and you should get to the exit. As reward you get an atomic health but I feel like this time I actually got worse than when I started out the level (150 health vs 200 health).
Oh and finally, there is a secret area that contains a much needed Portable Medkit which is found in one of the vents, just break one part that looks different (like you did with some vent secrets in earlier maps) and you should get it.
Rooftop
The finale! An epic finale! But before you start, make sure you get that single secret at beginning, grab the shotgun, armor and open the wall to get an atomic health! But wait, it is above that purple toxic acid, so you have to be quick to get at least 20-25 extra health, because it is unavoidable damage, however it is worth it, to have around 175-180 health and be fully ready for the final battle.
The final battle involves killing the aliens that spawn at times (usually from finding 3 switches that unlock the way to summoning the final boss), avoiding the spaceship that fires rockets at you and pressing the 3 switches that spawn the final boss: Cycloid Emperor!
The battle isn't too difficult with lots of jumping and moving, aliens' attacks earlier can be avoided that way for the most part. The cycloid can be killed by simply standing still on the area and dodging his rockets.
Once you have finished him, a cutscene will play and Duke will live happily!
I have unlocked the randomizer and user map option (in all playthroughs so far) but I don't see myself replaying the episode that way, since they are the same maps, just played in a different order. Would have been a bit more interesting if the maps were mirrored or if maybe there was a New Game+ option. I think already playing through every version is enough (which means 4 times).
Overall: Duke Hard is an excellent episode (inspired by Die Hard series), which has a lot of love and care put into it, almost feels like an official Duke3D expansion released in late 90s/early 2000s. It even features a new intro and ending cutscene and even a new story screen (I only noticed this one recently, probably when I finished Duke Hard 1.0). Just like LakiSoft/Gingis Khan said earlier, it really felt like an official expansion!
This would have been also great as an official addon if there was a proper Duke3D remaster (maybe based off EDuke32) that included community content as bonus and also helped by the fact the mappers are still around (at least I think everyone who contributed to the pack is still around, though the music would have been changed due to legal reasons) because right here, this was pure Duke3D action and what Duke3D mapping/modding succeeds at most: maps that feel like classic Duke3D for the most part, with some innovations and some maps being unique without deviating from standard Duke3D action. If only we had gotten that remaster like the Doom/Quake ports, maybe this would have been really an official addon.
Anyway, I highly recommend Duke Hard! Just let me do the remaining two playthroughs to see if Duke Hard 1.2 and 1.2.1 work fine with EDuke32 r5974 and r7299 respectively, before the month is over. Until 1st October, I should be writing a short message that confirms that those versions work fine, unless I don't finish in time or something broke and I must explain what went wrong. Though I read a while ago there might be another Duke Hard update one day. It will not take long to play through the whole thing two more times, just hope everything works as intended.
Enjoy the screenshots! Note that I play on gamma 2.0, not sure why when I take screenshots, they look dark as if I used gamma 1.0.
EDIT: Forgot to vote for next month. I vote for Taivo's maps. Shadow Warrior suggestion from previous month was removed per my request (probably for the better) as we shouldn't play other BUILD engine games just yet, at least not until next year. Aleks should explain more what was going on behind the scenes, since I've been talking with him regarding that and we are better sticking with just Duke3D stuff for a while.
1) Taivo's maps ++
2) Last Reaction and Water Bases
3) 10 lesser known/older maps picked by Aleks