Quote
The review was fine, but what bothered me was you made it seem as though items were not provided in the level and the direction was confusing when you chose to play through the level backwards. I would have expected someone to find that path after the 2nd or 3rd play through which explains why you found it. By following someone else's play through video which wasn't their first play through. The path you chose was a secret start which was why the shrinker was located in a secret area and was required to take the shortcut as you did. I didn't label the vent to the security room as a secret because I felt it wasn't fair to force a player into that vent to play a certain way to get all secrets.
Now I understand! I wish I could remember what path I used back in 2014 since at that time it was pretty much a blind playthrough but since I had to look for secrets and stuff this time around (just to get 100% everything), I thought this path I chose was the main path, which confused me a little bit and made me think it was a puzzle map.
Anyway I have done the map in different ways this time around. Was pretty interesting and I should have chosen the stealthy way first time. I still made use of that hidden shrinker.
Quote
Most of my maps are TROR centric and best played in Polymer, taking its toll on the frame rate and CPU/Video card. The majority of my maps were built using Windows XP which at the time had superior EDuke performance for TROR framerate. Also, I was using an old Viewsonic CRT monitor which made these maps much brighter where as newer LED screens made them appear so much darker and harder to navigate. Hence, the majority of my levels are overly dark and I couldn't understand when previously reviewed why people would say they are so dark and gloomy. I've since upgraded my hardware and looking back I can now see what they were referring to. My last level was called The Division and it was actually made using an LCD screen in Windows 10. Therefore, the shading reflects what all my old maps should have looked like but don't.
I see. Though I would still like to have RCPD (the old map you released in 2011 or so, which is even vanilla compatible to be played in Atomic v1.5, as I only realized recently when I downloaded your maps a while back) and few other maps being played for the Club because I always found your maps interesting, even if most required Polymer, something that wasn't optimized and makes even my PC/laptop struggling with framerate but besides that, I think I still had to use Polymer to play Parkade for example (which I played few months ago) even if lagged my PC at times, the map was still completable, though I had to look in Mapster for half of the secrets. Years ago polymer was running even worse for me, so I remember back when it released, I played either in software or polymost, which had a lot of visual glitches but this time I played it in Polymer to get intended experience, just wish it didn't lag my PC, though at least it wasn't to the point of being unplayable.
A bit off-topic but do you know exactly what happened to The Division you released a while back? The topic disappeared before I was able to grab it, though I think it's still available to download on MSDN. I know Aleks explained me a while ago something in regards to the map but it's a shame I didn't get to play it from the original download link. Feel free to PM me with more details and if you still have the map uploaded.
Quote
this is doo-doo
you do not need to know how to create a map in order to be able to review a map.
if you've played enough, you know what's good, what isn't, and why
as for Paul's excellent map the player is given options. Sometimes they chose too hard or too easy and have an odd experience. But that also adds to the replay value.
Quote
Agree with Forge - no need to be a mapper to be able to review the maps, in fact the casual player's perspective is also very valuable for gameplay stuff. Glad to see how this discussion evolved and nice to see you around this topic, Paul.
Forge, you are right. But the problem is in past, on a forum (don't remember which forum was), I remember being criticized for criticizing other people's maps without making a map myself, as if I wasn't allowed to criticize that map without making a map myself. So I feared Paul B thought the same about my review and that's why I had to explain all that. Plus, years ago when I started reviewing, I didn't know to review maps in detail as I do these days, even if my reviewing skills and English have greatly improved over time, I still write short reviews sometimes but at least I will always point out what I liked and what I didn't like about map/mod reviewed. I don't go into extra detail to talk about texture choices or other various little things that more experienced reviewers usually point out, I always talk about the gameplay, issues (if they exist), bugs/glitches (if they exist or found) and if the map was good or not. In most cases, I have fun playing most maps released by the community.
And yeah, I also like the fact Paul B's map adds a replay value with the multiple paths, something that I didn't notice initially and failed to point out in the review from the previous page.
Now that reminds me, I wonder if I should also suggest Forge's maps to be chosen for the club, I meant those Duke Hours series (Duke 3:16, Duke 23:4, Duke 6:8, Duke 12:12) because I always found them interesting and the map titles funny and catching my attention. Maybe as a part of a mini-series month. I will wait for Aleks' response to see what he says about that. Oh wait I forgot Taivo's maps won, maybe the suggestion still stands for next month's choice.
Anyway, I have played through Duke Hard 1.2 and 1.2.1 last week, here are the results:
They work just fine, can be 100%'ed (except for High Treason's map, which again had different results, in 1.2 I had two missing enemies again and in 1.2.1 I had one missing enemy again, I also noticed a newly added part at end of the map which didn't exist previously) but I found a bunch more issues in Duke Hard 1.2.1 when played under the latest 2018 EDuke32 build (r7299).
In EDuke32 r7299, I had multiple FREEZES (had to simply shut down my laptop as not even Task Manager could kill the frozen eduke32.exe in background) during the secret level (parking), no idea what was but it was randomly happening and I suspect it may be due to that green truck, at least looking at it and it didn't help playing with music/sound off during this level as it still happened sometimes. I had to save-scum on multiple slots to be able to pass due to random freezes happening, the map itself is also slightly difficult but the difficulty wasn't really why I had to save a lot. It was annoying and I just wanted to be done with Duke Hard already!
Oh and I didn't get the message saying I unlocked RANDOMIZER and USER MAP options in 1.2.1 (I assume they were those glitched white screens) but they still unlocked just fine (they unlocked in all versions anyway, since I played on CGS and never cheated).
Besides that, I decided to do the alternate paths in Paul's map in the last two versions and also found the Devastator hidden in that closet (look at screenshot). I took the vent sneaking in 1.2 (the easiest and best path in my opinion), while in 1.2.1 I triggered the sensors on purpose to see what happens, it randomly spawned monsters after a while. No idea if they were infinite spawns (they eventually stopped spawning from pressing the switch in time) or were limited spawns, they were quite challenging and I was close to death at one point (and used my medkit too), though I had to reload due to 1-2 enemies disappeared since I had to run away with low health and drink from toilet, then when I came back, those sentry drones were gone, so I had to ignore those vent areas for now. Because more often than not, flying enemies in general would descent/hide and become unreachable later, so you won't be able to get all kills. It also happened on my first playthrough with Construction Destruction (one enemy was missing) and last playthrough with one of octabrains in Taivo's map, so in both cases I had to replay the level from beginning from the save at end of previous level and in general it was painful to get those commanders/sentries in Mr. Sinister's map to get through window and not descent from the building. It can happen randomly in many maps and lock you out of getting all kills, since jetpack isn't available in the whole episode (though in this case I understand the reason). I just wish the AI was a bit smarter.
I also died once at the last fight (in 1.2.1) against the Cycloid, the lucky SOB killed me, although at that point I had taken a lot more damage than in earlier playthroughs because I only had 100 health left when I got to press the last 3 switches to summon the Cycloid, maybe the fight was made slightly harder or had a bit bad luck earlier from constantly getting hit by those enemies (like years ago when I had to reload to prevent dying)? Probably the latter.
Overall, it was fun to revisit Duke Hard (FOUR times in fact!) and for the smoothest experience, I highly recommend playing Duke Hard 1.2 in latest EDuke32 2016 build (r5974). I don't know what version is included in the Addon Compilation but I wouldn't count on that one due to the compilation still being updated/tested and the last released version included is outdated from 2016 (though there was a maintenance patch in 2020 to only add compatibility for World Tour DUKE3D.GRP file). I would only like to know if an upcoming Duke Hard 1.2.2/1.3 patch will happen some day to make it working with the latest EDuke32 build, since there were reports of some maps being broken on newer EDuke32 builds, which thankfully wasn't the case for me.
I will soon join the October 2021 topic and play through Taivo's maps. See you over there!