We play through a set of maps/mods during the month, and use this thread to discuss it as we're still all fresh with our comments/opinions/feelings about the maps.
What's the purpose?
Basically, there are 4 purposes:
- Showcasing some of the older mods/maps to wider public - they definitely deserve the attention!
- Getting more people to actually enjoy and appreciate the user content - because let's be honest, over the past 25 years this was really what kept Duke alive after all.
- ...and while we're at it - keeping Duke alive by still enjoying it, as there's no new games in the franchise on the horizon (and let's be honest, they wouldn't be as good as some of this stuff!).
- Having a more structurized discussion on maps than what's going in "Last map you played" thread - which is great, but it's basically a monologue most of the time.
Can I join?
Sure, as long as you find some spare time during the month to play the stuff that's on the table!
Why a month?
Because people have lives, jobs or other stuff to do (like mapping). For smaller maps, this could be shorter time - it's all up to debate in the future!
What port should I use? Are mods allowed? Where to get the maps?
It's entirely up to you how you play the game, so you can use whatever port or mod allowed - it would be cool to state in your posts what you're using too, as there might be some slight differences between the ports! As for the maps, they should be always linked within the first post.
How should I play the maps or post about them?
Again, it's up to you. You can finish them all in one go or play them one by one whenever you feel like. On Doom forums, there's a rule that you should keep the pace by not posting about a map that has a higher number than the day of the month, so e.g. on 6th you shouldn't post about map 7 etc. I think that might be a good practice if there's a large interest in this, but first let's see how active the thread is for a start - so if there's nothing going on, feel free to post about whatever map you want to.
Previous edition:
October 2021 - maps by Taivo Maripuu
For this month, despite an excellent proposition about maps from Lukas Cerovsky and Peter Kucera (which should definitely be considered for further months), it was decided that someone (in this case - me ) should just pick 10 less known maps by various authors. I kept to that and picked maps that are all from the 90's, also I made sure none of these maps is covered on MSDN - but they all should be worth playing IMO. Personally, I probably won't be replaying these maps, so will leave a little teaser/ad for each map instead. Also, instead of providing links for each map separately, I've just bundled them into a single archive and attached to the post. Some of these maps use new art/sounds, also some of them are part of a series, but I've kept it 1 map per author. I will post them in random order, so just play whatever you feel like tackling at a time.
Pompeii
Author: Unknown (there's no text file, if someone could actually pinpoint this map to some author, it would be wonderful!)
Release date: 1996-09-17
Theme: ancient, time travel
One of the earliest maps I've played that used to strike my curiosity, despite how sloppy (really sloppy) the design at the start is. Duke has to clear a time travel machine facility of aliens and - of course - travel back to ancient town of Pompeii before it gets flooded by lava. To activate the device, there's a 8-button puzzle, which is what stopped me from progressing as a kid and just build my curiosity levels up to an extreme, but really the puzzle is very easy to figure out. The map really starts shining in the ancient part, with very creative use of textures to imitate ancient houses and amenities. Of course we also get to visit Vesuvius, which is arguably the most impressive part of the map. Some of the puzzles might not be that obvious, also the city part is pretty open, so might need some walking around and it will take a while before being cleared from monsters. This is also a pretty lengthy map that should take about 40-60 minutes, with 200-250 enemies if I remember!
Back in Town
Author: Michel Dorange
Release date: 1998-11-03
Theme: city, hi-tech
This is the 3rd level of Michel Dorange's episode (hence the name mic-e1l3), two previous ones being La Sante and Training Center. While the previous ones are pretty OK, this one's a real gem - especially considering all the cool effects and mechanics it uses, including a working flood chamber at one part. This is also quite a lengthy map, but it just keeps giving, the design looks very tidy and planned for the time it was done (although some progression might be confusing and obscure here and there - I particularly remember a dickish switch placement inside the acid), there's some very creative puzzles (particularly the one at bank). Definitely worth trying out!
Escape from Alcatraz
Author: Bud Drakir
Release date: 1996-08-25
Theme: prison
It's almost insane how this map was done just few months after Duke 3D's release, considering how superior it feels compared to other maps of the time. You have to escape a prison with all your typical stuff, but there's some clever effects and puzzles to keep you entertained - including having to "summon" a commander and using him to blow up a cracked wall or avoiding spotlights not to trigger the alarm and spawn enemies! The map has a pretty interesting layout and loops back on itself a couple of times, feeling very 3D. There is one new sound included.
Filmwarp II: Revenge of a Sequel
Author: Patrick Clemons
Release date: 1997-04-16
Theme: various - motives from 80s/90s movies
This one was my personal favourite as a kid. It's a sequel to not-so-good Filmwarp: Movie Madness, which takes us through 10-12 areas of various films, making a very neat use of new textures (or textures borrowed from other games) to emphasize on the atmosphere. It is essentially a button hunt, as in each movie we have to find a button that unlocks the next one (and the buttons are sometimes quite well hidden too). Can't say much about the combat/gameplay other than that, as it's been a while since I've played it, but it still passed the trial of time last time I checked - mostly for the really original and cool concept, which hasn't really been utilized since in a Duke map AFAIK, at least not to such extent. It uses new art and sounds.
Azneer Building
Author: Brian C. Sasso
Release date: 1996-08-18
Theme: city/university
This one's a classic and doesn't need to be introduced to many, but still I've decided to include it. This map mostly shines with it's multi-layer use of SOS, including a spectacular flooded lecture room. The layout is based on an existing building (which has by now been demolished, perhaps even around the time of map's development, as there's certain signs about that within the map itself). There is one quite well hidden button right at the end, but other than that, the map plays great and is a must to check for anyone who hasn't played it yet!
LEM II
Author: Enric Alvarez
Release date: 1996-12-17
Theme: medieval
Sequel to LEM, one of the most obscure/cryptic maps of all time, and predecessor to excellent LEM III and a bit weaker, but still very good LEM IV - this one is my favourite of the series. Taking place in some medieval dungeon, the design here is absolutely stunning (again, this is a 1996 map!), the effects and progression elements are creative and the atmosphere is just soaking from every hole! This is a very challenging map due to tight ammo/monster balance and some crampedness, it's also quite lengthy (especially if you don't know what to do - there's no buttons, just touchplate pentagrams, but it's still not always very clear). There's lots of new art and some new sounds (along with a dedicated user.con). Also, this one should be played in a significantly older EDuke release - due to use of teleports combined with touchplates, it's impossible to finish it in the recent builds, as it simply won't trigger the activations required for progression!
Highjack
Author: Chris Muir
Release date: 1996-10-18
Theme: airport
From the author of Cruzship and Uptown, this one's arguably his most original and interesting entry. The scale of the airport is enormous (too bad that there's black visibility fog everywhere, probably due to performance reasons) and the map goes as far as even using some nice spritework! There's plenty of monsters and plenty of ammo, also there's a bunch of miniboss versions of cycloids and overlords, but since there's enough ammo, I'd recommend playing this one with modified con files that enable the minibosses to withstand more than a single pistol hit.
Damned Dam
Author: Jawon Lee
Release date: 1998-01-13
Theme: dam
Another classic which I was actually quite surprised not to find on MSDN, the map is a fucking dam (with slopes so high they used to crash my game all the time back when I first found this map). Nevertheless, it looks really cool, the dam seems to be shaded on negative values to be visible from everywhere, which might not be the most natural and realistic approach, but makes for really cool views all around. The level - once again - is quite long and sometimes you will get stuck, also the indoors feel quite cramped, despite the conceptual grandness seen on the outside.
Phantasm
Author: LestatV
Release date: 1996-11-08
Theme: horror
Not to be confused with Zaxtor's map of the same title, this is a map based on 1979's movie of the same title (even using some of the sound clips from the movie). The design feels sloppy here and there, but the general idea is quite original again, and the tension build-up along with the mystery in the final part is quite neat. The map finishes with a maze (which can be accessed quite early on too, a lot of stuff to do seems optional) and a very moody boss fight.
Warp Ship 255
Author: Robert Carter
Release date: 1996-07-28
Theme: space
One of the more original space maps out there - it's layout is a nicely designed miniature of Star Trek's Enterprise, but also it's one of the few maps that uses a very neat mechanics of using scuba gear as "space suit" to travel freely around the outer space! This is one of the shortest maps in this selection, with a gameplay of about 10-15 minutes, it's also pretty intense with monsters and claustrophobic scale in the interiors, but the concept and design are well worth checking out!
I will also prepare a selection of extra 5 maps (for the special request of FistMarine) that would be optional, but will do that at a later time. Now, enjoy these 10 levels!
Download: November2021.rar (2.89MB)
Number of downloads: 221