After few weeks of my inactivity here, I've finally gone through the 6 pages of super long posts in this thread, as I was really interested in the players' comments about this mod. Glad this is getting a lot of attention too, as
Blast Radius certainly deserves all the love it can get. It will still be a bit before I get to play the final and (hopefully) definitive version of the mod myself, but since I've beta-tested it and played most levels twice, I'll leave some initial impressions on the maps, as they have already been unveiled quite in detail by now anyway. I'll also address some stuff being said here.
Ninety-Six, on 11 March 2023 - 09:20 AM, said:
It's not really that it "adapts," it's just always been broken. I don't know/remember the details but the game will count additional kills that never happened, so you almost always end up having more kills than there actually were in the level. When I said I had 100% secrets after clearing the final island, I also had 100% kills despite never going to the tower island.
I think it works a bit different than that - in a map without any slimers, respawns or sharks, the kill counter would work well. With slimers, it adds additional kills for each destroyed egg, which don't add to the monster count (unless it's full), but it does add to the monster count for every hatched slimer. Sharks seem to work the same as eggs, so if you kill it, it will just add another kill (unless you're already at "all" kills). Then with respawns it seems to
sometimes get confused, but I'm not sure what the exact pattern there is - but sometimes won't add all the respawned monsters to the count. So in general, you can have, in theory, all kills with some monsters still being alive and well. But you can't have more kills than monsters on the counter, obviously. It might also add "extra" kills that didn't happen for squishing the bodies of the monsters already killed.
Quacken, on 14 March 2023 - 09:45 PM, said:
The colosseum in the middle of the map contains a pretty hectic fight, but without a key or even an important weapon as a reward it feels pretty arbitrary.
I initially had the same issue with this map, had quite a long discussion about this with ck3D, but he ended up convincing me (and I think adding a jetpack at the arena which seemed like a reasonable reward).
DNSKILL5, on 17 March 2023 - 08:57 AM, said:
All in all, this is by far the best mod to come out in recent years for me personally. I would say a close second would be Alek's "Back in Business" that came out a while back.
Wow, thanks! That was quite unexpeced, but it's nice to hear you liked
Back in Business. Should be a good motivation to see people still remembering it when I finally get around to making the "boss" map for it to be released with a "fixed" version of the remaining maps from the episode
And now, some short comments about the maps. I will comment on them in the order as I personally "ranked" them, though it should be remembered that it was still the beta (sometimes only an early one) that I played and perhaps this might change after I play the final release:
1)
Koj stil borac - design-wise, this is definitely my favourite map from the pack. The architecture of the colosseum alone is very impressive, but what gets me more is the atmosphere of the whole level, perfectly transcending the Adriatic vibe, feeling very closely to how I remember visiting Croatia many years ago. The open-ended layout of the level with a lot of optional areas is, along with the 2nd map on my list, the best example of what I like the most about this mod - that there's a lot to explore. It's also cool that this map starts you with no weapons and is quite tight with the ammo, as checking all of its nooks and crannies feels more rewarding when you actually need what's hidden there. The combat here doesn't get too spammy/exhausting as well, there's a lot going on, but I think this map utilizes all the projectile-shooters the best, especially scorpion tanks are particularly entertaining rather than annoying here.
2)
Incapharnaum (what's with the name change?) - this one feels like an adventure of its own and having spent like 10+ hours in it already, feels like home. Once again, there's a lot of optional areas/ways of playing and completing this map and, similarly to the Croatia map, the jetpack is easy to find and refill, so the exploration is just natural. There's also some of the coolest large battles, even though some of the long-distance commanders did feel annoying.
3)
Nakano Nightmare - I've played this map only once at the beta stage, but loved its design and atmosphere, not only reminding of Tokyo, but of a lot of sci-fi movies/games (e.g.
Blade Runner or Hengsha from
Deus Ex: Human Revolution). The gameplay isn't too spammy/overwhelming, even though there are tougher monsters (including some insta-kill variants). This one also has a good layout balance between outside and inside areas, with the latter design in a particularly interesting, from the Mapster point of view, way.
4)
Zarathustra - only played a beta version of it which probably got heavily changed, but despite a lot of the confusion, I enjoyed it a lot - maybe in a bit of sado-masochistic way. The design was completely out of this world, but not really in an
abstract way, but rather in a "Star Trek: The Original Series" kind of alien way, to some point too colorful, but hell, it's damn aliens! Loved the bits like the Earth museum, the underwater boss fight was another of my favourite battles (also it's super impressive how this one works as a sector boss, probably the best one in Duke I've faced yet). Sure it's huge and overwhelming, but in such a fascinating way that you want more.
5)
Big Apple Smoke - once again, the design really shines in this one - of course I only know New York from the movies (and, well, the Liberty City version from GTA games), but this one hits just all the right notes here. The gameplay feels just right as well, there's some epic battles (at the pier), but other than that it's not too exhausting. There's also plenty of room for extra exploring, like the sewer part, which I like a lot. Now that the sky change was mentioned, I still have to make up my mind which one I like better, the original starry one was just so original and kinda reminded me of Edvard Munch paintings.
6) Duke du Quatrain - it's a great level, mostly because of the original, "metroidvanian" style of progression/puzzles to it. It just feels so satisfying clearing the islands one by one and thinking of ways to access the next ones in a most convenient way. The design is closest to ck3D's earlier maps, but I think it's good, because it looks just lovely - even though the last island resulted in heavy sprite flickering (in a newer EDuke version).
7) Sunset Suicide - I'd say it's a perfect first level, with a lot parallels to
Hollywood Holocaust - from the more obvious one like the start of the level and, well, being set around the themes of movies/Los Angeles, to details such as bombastic introduction of the pig cop or the "diagonal" parts of the layout. The design here is also top-notch, besides being great recreations of the real-life buildings, this is just some of the peak architecture in Duke.
8) High High High - most of the things about this one have already been said. I like how it's "unrealisticaly" spatial, which is a completely different approach than most Build airplane maps being cramped as shit, which makes the combat inside a lot more entertaining. I did have some problems similar to Quacken's about the enemy type not being too clear on a paletted sector, but that's about it. The trip to the wings was great and worked better than I'd expect.
9) Norilsk No-Reward - this is more "crude" and "simpler" level, which perfectly corresponds with the real-life location upon which this was based. I particularly liked the architecture in the first part of the map, the brutalist yet colorful style. Gameplay-wise, this one is more open, so the new deadly variants of the monsters work better, as it's easier to identify and dodge their projectiles. Only played this once and unfortunately back when it screwed up the sky due to polymost renderer, so probably my experience will be slightly different. The progression is a lot more linear/almost arcade-style compared to the other maps.
10) Embarco's Most Blasted - great design and openness, but the combat - especially at the beginning - feels too spammy/overwhelming. There are some very tough fights and it probably might be one of the most difficult maps in the entire episode (at least the version I've played), also there's been some progression issues which I think by now are mitigated. There's also a lot of lore that just flew over my head in this one, unfortunately - but I do appreciate the jokes that I got.
11) Light, Camera, Revolution - similar to EMB, this one mostly suffered from the confusing progression (at least the version which I played), although here it can be easily "broken" - but that is not always a good thing, as it might end up being even more confusing, e.g. entering the catacombs from the wrong way may end up in not knowing when this part has "finished". This is also one of the tougher maps and I particularly felt that some of the deadly insta-kill monsters were place a bit unfairly, but this might have gotten better by the released version. On the other hand, there's some great design - particularly in the catacombs section.
12) Postmortem - I only played an early beta of it, which felt basically like a trial and error due to some monster placement and confusing progression, also the most important sequence in this map was just broken in my version, which made the progression a lot more problematic back then. This is, however, the map which I am most curious about in terms of how it plays in the released version, so looking forward to get there!
Silent Scream and
Closure are not on the list, as the first one is just a short transition map (which I really enjoyed, though!) and the second one I only played a very rough beta (and with cheat codes).
Also, TerminX just mentioned on duke4 Discord that he is going to raise the sprite rendering limit back to 4096 in mainline EDuke, so probably a lot of the errors/confusion about what version is best to use will be mitigated by then!