Ninety-Six, on 07 January 2023 - 10:02 AM, said:
You seem to have a knack for levels that have alternate versions of themselves embedded within. This, Hibernal Solstice, and even Happy Hangover to an extent.
Not that I'm complaining. I love this kind of thing.
Oh, this one doesn't have that per se but actually was so close. The Lunatic Fringe inspiration here doesn't consist in the level literally repeating itself but is taken to the diagonal plane, the building you explore is essentially split in the middle and depending on which side you venture into, you're treated with two completely different top and bottom floors that physically occupy the same space and are connected to their opposite counterpart. West side of the building leads to the bathroom as bottom floor and bar as top floor, east side to the dance floor as bottom floor and brothel as top floor; bathroom is connected to the dance floor, and the bar is connected to the brothel (and then there's a central elevator). The whole set-up sandwiches the entrance lobby which itself overlaps the outside building and rooftop.
But you have no idea how spot on you are with that comment still because I definitely wanted level pattern repetition otherwise and had plans for that until the very last minute. For a bit, Duke was supposed to go back outside after traversing a portal and get to explore an alternate/otherworldly version of the street area, and then instead of that I started making plans about either a shrunk or Godzilla type of sequence in a rescaled version of the map (I had even made it, too; you'd enter it through a vent that would have turned into a miniature version of the first tunnel). And then I started having other ideas about seeing the map from a different perspective out of different windows, getting access to the distant skyline, exploiting mirrors and whatnot but eventually realized that would be too ambitious for a level of the size this was meant to be. I wanted something that would feel similar to playing, say a lost Atomic Edition kind of map and so refrained from going what I'm pretty sure would have been overboard. I'm definitely sitting on a lot of new ideas now, though.
@DNSKILL5 thanks for playing, I'm happy you liked it! Yeah compact definitely is the term, minus the minimalistic outdoor area you only explore so much this whole map is indoors. I wanted focus on decent flow from room to room (progression-wise the map sort of takes you by the hand) so that the whole romp would feel like blitzing through this building with DNA-shaped structure and constantly uncovering new grounds but also immediately going ahead. It's kind of like a Build Wipeout/F-Zero track where you get to kill shit, are bombarded with non-stop stimuli and then win by getting to touch a nipple.
Secret that you missed wasn't helicopter-related no, the switches only serve the purpose of making the helicopter go away and its attacks cease, otherwise the streets are a bit of a pain to go through with all the expander ray spam. I'm glad you liked its design, I agree I think it's pretty cute. Your secret is (spoiler) on that last roof after the red elevator and just before the exit, there's one concealed window into a room with the RPG and another jump back down into the building (you land where the grey access card panel is). You also missed the very last Build porn sequence in that playthrough by the way, since you were preoccupied with that one Commander it happened behind your back. So you might want to check that out too!
All the stretched lights etc. actually are great composition tools in addition to looking fancy, I use them to guide the player around a lot (everything always is a vertical, horizontal or diagonal), this map probably is one where that's especially prominent with all the lit up doorways and bright lines in the dark. Also from your video I realized I forgot a Cycler somewhere on a shelf in the bar, oops! Cheers!