Duke4.net Forums: Duke Map/Mod of the Month Club - May 2023 - Duke4.net Forums

Jump to content

  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

Duke Map/Mod of the Month Club - May 2023  "Maps by the Oostrum Brothers have been chosen!"

User is offline   FistMarine 

#1

What's this thing?
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 27 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 structured 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 2023 Editions


Previous 2022 Editions


Previous 2021 Editions


For this month, the maps by the legendary Oostrum Brothers - Maarten van Oostrum and Merlijn van Oostrum - have been chosen!

I don't think this needs an introduction but here we go anyway. Both Maarten and Merlijn have started mapping back in 2001.

Maarten is known for creating detailed maps, as well as the relatively recent Another Attack series, which as far as I can tell the series is still in progress and hopefully there will be an episodic release in the future.

Merlijn is also known for the detailed maps but most importantly, he is known for the legendary Red series, as well as the recent Shaky Grounds series/episode. The duo are also known for making the joint release, Clear the Coast, which is also included for this month. They have collaborated with other mappers as well but those maps are optional for this month, seeing as some of them have been chosen in past events (most notably, Roch Island and OGBB). The main focus of this month's choice is on the maps that were mainly created by the Oostrum brothers! The following is a list of the maps that were chosen:

Maps by Maarten Van Oostrum

The Big City
Maarten Desert
The Toxicity
Alien Planet X64-2
Another Big Base Attacked
The Unknown Planet
Spacetronic
Another Attack 1: Woudrichem War
Another Attack 2: Weissensee

Maps by Merlijn Van Oostrum

The Long Road (aka RedDuke)
Red 2
Red 3
Red 4
Red 5
Red 1: Poisoned Lands
Red 2: Alien Occupation
Shaky Grounds 1: Apocollapse
Shaky Grounds 2: Tragedy
Shaky Grounds 3: Epicenter

Maps by the Oostrum Brothers

Clear the Coast

Collaboration Maps between the Oostrum Brothers and other mappers (OPTIONAL)

Operation: Get Bike Back (by William Gee and the Oostrum Brothers)
Supa 3 (by Sangluss and the Oostrum Brothers)
Roch Island (by MRCK, Taivo and the Oostrum Brothers)
The AMC Pleaser (by MRCK and Maarten van Oostrum)
Lorch: Abducted (by Sanek and Merlijn van Oostrum)

Deathmatch Maps (OPTIONAL)

Hell Awaits
MaaDM2
MaaDM3: Temple of Death

Please keep in mind the following notes:
1) All maps are made for the Atomic Edition.
2) Some maps contain new art, music, sounds, etc. So it is recommended to install them in a clean folder.
3) Some maps work in the original DOS Duke3D v1.5, while the newer maps are made for EDuke32 only. Three of the maps (Clear the Coast, Roch Island and The AMC Pleaser) can also be played in JFDuke3D.
4) Speaking of Clear the Coast, it is also included as a DukePlus map, so if you want, you can check it out with DukePlus features.
5) Most (if not all?) maps are included in the EDuke32 Addon Compilation.
6) For historical purposes, both the original Red1-5, as well as the Red 1 & Red 2 remakes, are included in the download! You are free to choose to play them all!
7) I couldn't find MaaDM3 on Dukeworld at all. However, I have found it on Scent 88.
8) The AMC Pleaser map was released with different zip names. I could find it as nancsi.zip, Nancsi Pleaser.zip and The AMC Pleaser.zip. As far as I can tell, the contents are identical between nancsi and The AMC Pleaser zip file. However, Nancsi Pleaser appears to be a slightly older version of the map from 26th February 2009. The version linked above is the latest from 5th March 2009.
9) Shaky Grounds (episode) is NOT included in this month's choice, unfortunately. I decided that 20 main maps are enough for this month. I only included the collaborations and deathmatch maps as optional content, for a total of 28 maps. If you have enough time to play/review this month, you can check out Shaky Grounds as an episode if you want or at least play the first three maps from the episode release, as they may have been updated. I was hoping Shaky Grounds would be chosen separately alongside Another Attack series if the latter were to be released as an episode with more maps. This is also to avoid the mistake of overcrowding everything into one month, like it happened with William Gee's maps in February. I want to learn from mistakes from past events where too much content was chosen for a month, even if I have insisted on only playing certain maps. There will be enough time later on to choose maps that weren't chosen before.
10) Other than what was mentioned above, I feel like Another Attack and Shaky Grounds would work perfectly if paired together. The maps are also long, so consider the "standalone" maps chosen as a teaser for the future. Even if Shaky Grounds is already released as an episode, let's pretend it wasn't released yet in this topic. ;)

P.S. sorry if this post turned out a bit rushed!

Have fun!

This post has been edited by FistMarine: 01 May 2023 - 11:32 AM

5

#2

Played the big city for the first time. Some nice details in the map like the keyboard. Also glass swinging doors and a couple other tricks. Nice for a early map.
4

User is offline   Aleks 

#3

This month seems like a good opportunity to play the few maps I've never played before (The Big City, Red 1: Poisoned Lands and Red 2: Alien Occupation) and perhaps also refresh some of the older ones, like the original Red series and ABBA (I remember beta-testing this one some 20 years ago, as some might have probably noticed, it also inspired Freezing Fear from Back in Business episode, which was mostly created around that time as well).

To kick-start the topic, however, I'll take the liberty to re-paste my little review of Spacetronic which I played in December from the general "What have you been playing?" topic, as it seems fitting:

Spacetronic by Maarten van Oostrum:

Finally decided to play this one, the last of Maarten's maps which I still haven't played before - and it was great! It's quite funny how we both used the "collect some elements to build a machine" thing, here and in Submachine, without getting inspiration from one another - although here it was the main and mandatory objective of the map and not some side-quest. I like how it's done - even if some of the elements you have to collect kind of blend in with the environment (took me a while to realise I already had the generic pole thing, so I kept wandering around that infested area for quite a bit, also no idea where the 2nd connector was, besides the one in the toilet, but guess I must have picked it up along the way). I liked how the objectives could have been done in any order, it added some true non-linearity to the map and let me play it kind of on my own rules, which I liked - I'd usually do some stuff in one area, then move to another if I didn't feel like continue there or got stuck with something. The space station was design marvelously, just love to see such an original take on the theme, yet still heavily playing on the strengths of the original Lunar Apocalypse levels. The objectives were handed clearly, although some switches were quite difficult to find due to being too built-in into the design. I especially liked the generator which you had to override. The combat was wonderful too - there was enough room for chill exploration, but also some of the fights were quite a challenge - especially in the alien infested part, where you had some quite tricky platforming to do along with dodging the commander rockets. There's also a nice plot twist towards the end, when you finally assemble the machine - a completely new path opens along the map, which lets you experience it again, but in a fresh way, this is implemented just perfectly. It's an awesome map, but then I wouldn't expect anything less from either of the van Oostrums, so glad that I've finally took my time and played it.

Rating: 95/100

This post has been edited by Aleks: 02 May 2023 - 01:09 AM

4

User is offline   Merlijn 

#4

View PostAleks, on 02 May 2023 - 01:09 AM, said:

This month seems like a good opportunity to play the few maps I've never played before (The Big City, Red 1: Poisoned Lands and Red 2: Alien Occupation) and perhaps also refresh some of the older ones, like the original Red series and ABBA (I remember beta-testing this one some 20 years ago, as some might have probably noticed, it also inspired Freezing Fear from Back in Business episode, which was mostly created around that time as well).


Perhaps you already knew, but Red1 was completely remade from scratch (and a completely different experience compared to the original), the Red2 remake is basically an updated version of the original and largely plays the same. Looking forward to hear thoughts on Red1 remake especially, in some ways it's my favorite in the series but it's generally not held in the same esteem as the 'big 3'. The opening is pretty unorthodox and got mixed responses, you'll see why.

Quote

8) The AMC Pleaser map was released with different zip names. I could find it as nancsi.zip, Nancsi Pleaser.zip and The AMC Pleaser.zip. As far as I can tell, the contents are identical between nancsi and The AMC Pleaser zip file. However, Nancsi Pleaser appears to be a slightly older version of the map from 26th February 2009. The version linked above is the latest from 5th March 2009.


It's the exact same map, only the name was changed after some heated discussions on the AMC forums. I'll not go in-depth about it here, the people involved can always chip in if they want to. Anyway this is mostly a MRCK map with a few additions from Maarten, so I wouldn't put this one high on the priority list. It's a pretty cool map though.

Quote

I was hoping Shaky Grounds would be chosen separately alongside Another Attack series if the latter were to be released as an episode with more maps.


Maarten was working on a 3rd map and had plans for a full episode, but as far as I know this project has been lying dormant for quite some time now. Perhaps he'll return to it at some point, he shared some of his ideas with me and they are pretty cool! But for now you'll have to settle for the 2 released maps.

This post has been edited by Merlijn: 02 May 2023 - 06:56 AM

5

User is offline   gibfrag 

  • Honored Donor

#5

I need to try many of the maps on the list here this month. A few I have definitely played in the past. For now I'll start with:

X64-2:

This map starts off with a very unique moment of Duke being captured in a cell, almost looks like hell. Then suddenly a wall opens and a fat commander begins to attack you from afar, breaking your cage so you can begin your escape. The map takes place in a very strange alien world with a lot of dark atmosphere. Tons of tight areas with intense well placed alien combat as well as some more open spaced areas with hordes of aliens as well. The map gets harder and harder as you progress, and your escape is not at all easy. It takes a lot of effort to access the escape craft to end the level, but all in all it is absolutely worth it.

Very fun map with intense combat, well placed aliens, great atmosphere and it is mind boggling to think this map is now twenty years old! Wow!

This post has been edited by DNSKILL5: 02 May 2023 - 09:26 AM

3

User is offline   Quacken 

#6

Hello! I've had a bit of a late start, but I'm back to playing Duke. (I played Redneck Rampage Rides Again on my own volition, God help me.) I'm going to go in the order of the map downloads that FistMarine put in his original post, and to make up for my lost time I'll take things two maps at a time. Let's go!

The Big City

Phew. After 29 maps of Redneck Rampage, I genuinely forgot what it's like to have a jump that works. The Big City is a cruisy map that can get dicey if you aren't familiar with its layout. Maarten van Oostrum begins a light theme here - look around near the beginning for a headstart or don't even leave the starting line at all. In this case, after leaving the sewer, turn left to find the Shotgun in the parking lot. The Shotgun greatly helps in negotiating the usual shooting gallery of Troopers, Captains, Pig Cops and Enforcers, with some Octabrains thrown in for good measure. If you don't turn left and turn right like I did on my first attempt, Maarten doesn't give you enough Pistol ammo to get you through more than 8 Troopers, and he . The switch sequence in the soccer field past the blue door definitely didn't need to have five switches in it, but apart from that the map flows decently. Maarten's visuals are pretty utilitarian in this map, but I do like the piano in the office with the map's only Commander, and the buildings occasionally require you to think outside the box in order to find the keys. The Big City is for all intents and purposes a pretty standard city map that wouldn't feel out of place as the first map of a set.

6/10.

Maarten Desert

Maarten Desert is a linear yet enjoyable attack on the sand. The choice of skybox works well in this map as you only really get to see the off-looking blue portion at the very start of the map, so the red canyon on the top half illuminates the rocky cliffs. This is another map that can potentially kick you in the jaw if you're not on your best behaviour. If you don't turn around after surfacing from the first body of water, you might not see the Chaingun and Shotgun waiting for you, which makes handling the next fight with the Spectre Commander much easier. The triple Battlelord threat before the blue key will definitely kill you if you didn't find the Rocket Launcher in the previous section, but if you did find it, it's quite a fun fight to be had. The hotel is definitely the high point of the map. The visuals aren't incredible in this area like in The Big City, but the outside does repopulate with new hitscanners whenever you've finished doing everything, which is definitely appreciated. Maarten Desert may take some forward thinking to get a hold of it, but if you have a keen eye for exploration it's quite a gem.

7/10.
3

User is offline   Merlijn 

#7

View PostQuacken, on 04 May 2023 - 03:58 AM, said:

Hello! I've had a bit of a late start, but I'm back to playing Duke. (I played Redneck Rampage Rides Again on my own volition, God help me.) I'm going to go in the order of the map downloads that FistMarine put in his original post, and to make up for my lost time I'll take things two maps at a time. Let's go!


Perhaps a bit off topic and more for the redneck rampage thread, but what were your thoughts on RRRA? In my opinion it's a pretty big improvement over the original game, with more enemy variety and overall better maps that are less cryptic (although not completely devoid of weird moments). The vehicels also work better than expected (helps that they have guns!).The 2nd episode in particular felt like a nice little adventure with some very memorable levels, although the final map kinda sucks.

Back on topic: I think Maarten Desert is my favorite of the 'early Maarten' maps. I prefer it over Big city and Toxicty. Also fun fact that it's Maarten's only map that features custom textures (which coincidentally were mostly lifted from Redneck Rampage :D) but they're barely used so could easily be swapped out with vanilla textures.

This post has been edited by Merlijn: 06 May 2023 - 02:15 AM

2

User is offline   Quacken 

#8

I've only got enough energy to play one map tonight, so one map is all you're getting. Firstly, brief digression: Redneck Rampage Rides Again is like a B-movie with one really good actor who's trying their best. You can't really laugh with them, nor can you really appreciate their work because it's being drowned out by everyone else. I liked what Xatrix was going for, but I think every new addition just has too much jank for me to actually like this more than the first game. I'll elaborate more on this if we do Rides Again as its own month. Anyway:

The Toxicity

Back in the city again, and to be honest, I really wasn't feeling this map. Maybe it's my tiredness, but everything in this map feels very clunky and weird. There's quite a bit of funky geometry in this map that would have been perfect for secret hunting or optional exploration, but Maarten either blocks it off with invisible walls, bullet-proof glass or (most of the time) shoves an unopenable door in your face that's indistinguishable from the other doors in the map. As a result, this map feels very claustrophobic. Rather than big city shootouts, you're careened into a bunch of pretty boxy looking buildings to fight everything, which doesn't really mesh well with a city map. I don't get what's with this map's three timed explosive sequences, but the first one is guaranteed to take off at least 65 health from you, and the second one will kill you instantly if you don't hide in the crevice with the Atomic Health. It honestly might just kill you anyway, because I eventually just braved through the explosions firefighter style. The final nail in the coffin is an extremely disrespectful ambush where you're teleported right into the firing line of a Battlelord, and this map really started to get on my nerves. The Toxicity's custom MIDI and attempts at establishing a narrative are impressive, but its gameplay and progression fall through a lot.

4/10.
2

User is offline   Quacken 

#9

Hello again!

Alien Planet X64-2

Alien Planet X64-2 starts off bad and becomes even worse. After taking guaranteed damage from a Commander and needing to Pistol him down to get a move on, you're sent into a maze of jagged tunnels, doors that don't open, lifts that look like wall textures, and sickening amounts of pitch darkness and coloured lighting. Every monster in this map except for the Battlelords and odd Commander are both made to be transparent and/or also to blend in with the coloured surroundings, which makes combat in this map infuriating. If it's green skies outside, then you'll have to fight Troopers and Enforcers who are transparent and coloured the same shade of green as the walls. If it's red caves, then you can see Octabrains flying around. And if it's pitch darkness, then Maarten has an extra special Spectre Protector Drone waiting to claw at you. This problem is exacerbated with how few supplies you have. The only health in the entire map are Atomic Healths that you stay afloat on throughout the map, and nothing else at all. Being at under 10 HP in the early sections of the map is common, so any minute bit of chip damage like a Protector's blood puddle or stepping over damaging floor is infuriating. There's also no armor, so you take full damage from everything. Even with a decently early Chaingun, you'll be constantly hurting for supplies as there isn't really enough shells and Chaingun bullets to go around. When I beat the final triple Battlelord ambush, I already went past three doors I thought I would open later on and accidentally stepped into the exit teleporter. This map needs to get out of my sight immediately.

1/10.
2

User is offline   Aleks 

#10

Wow, now that's a controversial opinion if I've ever seen one! :o

I've (re)played Alien Planet X64-2 like a year or 2 ago and didn't find anything annoying/overly difficult in it, in fact I was still quite impressed with it, especially given when it was made (also, just noticed and it's been 20 years since it's release, I still remember seeing development screenshots of this map back at AMC). It's probably one of the most ground-breaking and original map of its time as well. I remember playing The Unkonwn Planet around the same time and although I liked it too, I felt it didn't quite match the awesomeness of X64-2.
2

User is offline   Merlijn 

#11

Heh that's indeed quite a hot take on such a classic map, although I remember it also got some divisive repsonses when it was originally released.
I'm sure Maarten doesn't mind, it's an experimental map so it's not going to work for everyone.

Still it's hard to overstate how much of an impact X64-2 had on the mapping scene, it really set a new standard on how to depict alien worlds in DN3D. The planet has returned several times, not only in Maartens own work but also in other mods like the AMC TC. Also the opening scene was such an innovative idea at the time and has inspired many mappers to include similar scenarios. Most notably there's a very similar sequence in WGR2.

The unknown planet is arguably more refined, but it doesn't have the same level of innovation.
4

User is offline   quakis 

#12

Sounds to me X64-2 succeeded in doing what it set out to do, a hostile adventure with Duke constantly on the backfoot because the rules have changed. I grew to appreciate what Maarten crafted here as it's not your typical Duke3D affair and feels like he's out for blood the whole time. It seemed like TUP was playing it safe by comparison.

I've been planning to revisit the entire Red series at some point, not sure if I'll get round to it this month, but definitely an episode of levels I want to rewrite some new reviews for and cover the remakes. RED3 was amongst some of my earliest foreys into user maps downloaded off the web, put into perspective the potential variety you can pull from Duke mapping and I fondly remember it for that. Horror wasn't something I ever considered as a theme for mapping, despite some of my favourite games around that time being horror titles.

I'd actually intended on writing a new review for Roch Island after finishing up my Roch series re-review, but having burnt myself out that wasn't happening for a while. It's funny looking at it nowadays however, Roch Island couldn't have been further from a typical Roch experience even if it tried from both a gameplay and design perspective. That's not to say it's a bad map by any means and has some good action sequences, I simply believe it misses the mark by a long shot and ends up doing something completely different. It's Roch inspired in name only.

Here's a shortlist of the few Oostrum level I've already covered with reviews I'm happy with. Everything else listed on the site I intend to revisit to write something new down the road:


This post has been edited by quakis: 08 May 2023 - 12:46 AM

3

User is offline   FistMarine 

#13

Thanks everyone for the replies so far! I appreciate there's some activity, so I might as well contribute to the topic more often compared to past events. Although I meant to post last Friday but ended up playing two more maps and had some real life issues in past week, such as my mother getting hospitalized, though thankfully she should be recovering soon. Oh and my PC speakers also got broken, so I just stick to playing Doom Wads and Duke3D user maps in DOSBox on my laptop. When I get to maps requiring source ports later this month, I hope to buy new speakers in the meantime, otherwise I might move my JFDuke3D/EDuke32 folders to my laptop, as I don't want to miss the sounds/music. :P

I also need to clarify a few things. Turns out, MaaDM3 was released as part of tod.zip (Temple of Death), which is why I couldn't find it as maadm3.zip at Dukeworld. Although the zip file contains both MAADM3.MAP and TOD.MAP, so it's not the same map released as MaaDM3: Temple of Death, it's either MaaDM: Temple of Death or MaaDM3. Sorry for the confusion earlier, I just learned that recently and it will be an interesting subject to discuss when I will review the Deathmatch maps.

Therefore, the download link for MAADM3 & TOD from Dukeworld is THIS one:
https://dukeworld.co...aps/p-t/tod.zip
I wish I could edit the first post again but unfortunately I can't do.

Quote

It's the exact same map, only the name was changed after some heated discussions on the AMC forums. I'll not go in-depth about it here, the people involved can always chip in if they want to. Anyway this is mostly a MRCK map with a few additions from Maarten, so I wouldn't put this one high on the priority list. It's a pretty cool map though.

I understand now. I initially thought that certain map hosting sites renamed the zip file, from nancsi.zip to The AMC Pleaser.zip to make the map more well known and better represent what the map is about. Since I always found it weird when a map is for example released as "MyMap" instead of having a proper filename based off the map title. Now I understand there was some drama involved, so I will not insist on that and respect people's choice, although my point earlier still stands that Nancsi Pleaser was an earlier version of the map, released two weeks in advance. I played the map last time a few years ago and I think I happened to play the older version. So I will plan to revisit the map, maybe even on DIG skill, although I think I will save this and Roch Island when voting for ck3D's maps in future months. Since he has a lot of maps released over the years and we will eventually have to cover his maps. :P

Quote

Maarten was working on a 3rd map and had plans for a full episode, but as far as I know this project has been lying dormant for quite some time now. Perhaps he'll return to it at some point, he shared some of his ideas with me and they are pretty cool! But for now you'll have to settle for the 2 released maps.

OK thanks. I will keep this in mind for the future. I'm sure the waiting will be worth it and once Another Attack is released in episode form, I will be sure to nominate both AA and SG episodes for a future Map/Mod event, since they should go well paired together. ;)

Quacken, I just noticed the phrase ends abruptly:

Quote

If you don't turn left and turn right like I did on my first attempt, Maarten doesn't give you enough Pistol ammo to get you through more than 8 Troopers, and he .

I'm sure you meant to write something here? Don't worry, I think it has happened to me before too, to leave a phrase unfinished. But I'm just curious if you meant to write more here and forgot before you posted? Also I wanted to ask what do you think of RR:RA, though Merlijn already did that and from what you mentioned, there's a lot of "jank" in that game, which isn't surprising, considering RA was directly based off RR and they didn't bother fixing many issues present from the main game, let alone the new stuff introduced in the new game, such as some of the new enemies' attacks also lacking damage feedback. That also makes me kinda wish I chose both RR and RR:RA for the past month but I didn't want to overwhelm everyone, as the levels were all fairly lengthy. I think Rides Again can be nominated for sometime this summer, as the desert-themed maps would fit perfectly the summer atmosphere. ;)

Anyway, over the past week, I have played the following maps: MAA2, REDDUKE, RED2, MAADM2, MAADM3, TOD and HELLAW8Z. I was hoping I will play/post things separated by series (e.g. the first five RED maps reviewed in one post, the DM maps in other post, etc) but ended up mixing them up randomly, so it might make the post more interesting to read. Note that RED2 and HELLAW8Z were played last Friday, which is why I didn't post my review last Friday, to have some extra time in weekend to finish my review. :P

And also note that REDDUKE and RED2 are the ORIGINAL versions of the maps that are DOS compatible! The updated Red1 and Red2 maps will be played in EDuke32 and reviewed later in the month! Let's begin!

The Big City

Maarten's first SP map is a pretty good one. It offers a decent challenge, although it doesn't go too crazy, so you shouldn't have much trouble with handling the encounters, since health should be plentiful (you will also find water fountains at beginning) and the lack of armor isn't that bad early on, though you should get the armor at least halfway through the level to help with some big fights later on. I'm not in the mood of giving a walkthrough but I will try to mention a couple important notes.

You start without weapons in a sewer, so you might want to get out quickly. You will have to kick a few troopers, then you will get the pistol. You should also find a shotgun quickly. The blue card is found on top of a building (said building requires you to find a switch in the bookstore to unlock it), you just need to jump from the nearby apartment. Be careful as this will spawn a couple enemies, so be prepared.

On the football field (unlocked with Blue Card), you will find the Chaingun for the first time, unless you were lucky to get one dropped by an Enforcer. Also the solution to the five switches puzzle is 2-3-5. It will blow up a nearby door that says SEWAGE CONTROL. Inside the sewers, you will eventually find the Red Card.

The building requiring red card is found in the streets near beginning. The yellow card is on a higher floor, guarded by a Commander, acting like the map's boss. There will also be more enemies spawning.

Insert the yellow card in the parking lot to disable the forcefield. Kill the pig cops that spawn behind and then go further in the corridor until you reach the street. Enter the Swimming Pool building to finish the level and get sent to Hollywood Holocaust! Yes really, that's what happens in the original DOS version (and JFDuke3D as well if I remember correctly) if the map ends in a sector. Most source ports will just send you to the main menu upon finishing an user map.

BTW I have a question. When you view the screen in the bookstore, you can see a message written by Leonard. Is it a reference to Leonard from Redneck Rampage? I'm not surprised if that's the case, I just found interesting and wanted to point out.

There are SIX secrets to find:
1) After the beginning, when you find yourself in the street, check one of the windows near the BYTE-NITE poster. Inside the building, you will find a Shotgun, Steroids and Chaingun ammo.
2) Near the traffic cones (DON'T FALL DOWN!), jump on the trash container, then collect the chaingun ammo and NVG on the ledge. Now, jump through one of the windows to find the secret room containing Atomic Health and Boots.
3) Inside the sewers, right where you find a Shotgun, there is a small opening. Jump into slime and go through the small opening. Inside, you will find Chaingun, 2x Pipebombs, Steroids and Armor.
4) Inside the parking lot, near the forcefield that leads to the end of the level, blow up the crack to access the secret containing Steroids, Small Medkit and a box of Pipebombs.
5) Near the house (located near the stadium), blow up a bunch of trees to access a small opening leading to a small cave. Inside you will find a Pipebomb, 2x Small Medkits and Armor.
6) Inside the bookstore, where you find the switch that unlocks a building, press on the right wall to access a small room containing Chaingun, Small Medkit and Armor.

Overall, pretty good map.
Attached Image: MAA2_1.pngAttached Image: MAA2_5.png
Attached Image: MAA2_11.pngAttached Image: MAA2_14.png

The Long Road

Merlijn's first SP is also alright. The map has a few challenging parts but it is generally easier compared to The Big City. Getting an early used armor helped too, although it was dropped on top of the restaurant sign, so I had to jump on the cactus to reach it! It was worth it, since it gave me 75 points and the armor lasted throughout the whole map, so I didn't have to hunt down for a new armor.

No need to write a walkthrough, since it's pretty straightforward. You just need to find a blue card (the only card in the entire level) and insert it to open the big door. Kill the commanders and then walk along the corridor. The exit is ahead and contains a small portion of RED2 as a small tease! Finishing the level will send you to Hollywood Holocaust, as with the previous map, if you are playing in DOSBox. :P

There are FOUR secrets to find (secrets 1 & 2 and secrets 3 & 4 are located near each other):
1) Near the restaurant "The Rock", jump on the left side to access a small dark cave containing NVGs, Chaingun ammo and Armor.
2) Near the restaurant "The Rock", jump on the right side on the platform to collect a Small Medkit, Large Medkit and Armor.
3) Near the end of the level, blow up the crack on the left side. You will collect NVGs. Go further down the dark cave to collect: Steroids, Small Medkit and Armor.
4) Inside the third secret, go even further by crouching/walking ahead and collect an Atomic Health.

Overall, this was a nice map. I enjoyed revisiting it after these years and I appreciate for what it is. It may not be very detailed, especially compared to the sequels and the remake but I find interesting it was inspired by a typical map from Redneck Rampage, especially from its title! I think the map name would have worked better if it was called REDNUKEM instead. DUKENECK would have also worked but the map name was already taken by Jon Hunt who made a similar Duke3D map (featuring RR textures) back in 1997! Although, at the end of the day, I will say I enjoyed The Big City a bit more than The Long Road. Both were good maps for their time and I'm looking forward for the next maps!
Attached Image: REDDUKE_1.pngAttached Image: REDDUKE_2.png
Attached Image: REDDUKE_3.pngAttached Image: REDDUKE_8.png

Before moving on to the next map, I noticed a couple interesting things related to both MAA2 and REDDUKE:
-Both maps contain armor pickups mostly hidden inside secret places (the only exception is an armor placed underwater in RedDuke), though if you are lucky, you can get used armor from pig cops or stumble upon a secret area, so you don't spend the map without any armor.
-Both maps contain only the three main hitscan weapons, as well as Pipebombs. No other weapons are used, which makes combat a bit repetitive but it also makes it similar to Duke3D E1 (except the absence of RPG, which was a weapon you would get immediately in a secret area in E1L1) and early maps in RR (which mostly limited you to pistol, shotgun and dynamite).
-Both maps contain mostly the regular enemies (troopers, pig cops, enforcers, drones, octabrains), with Assault Commanders serving as bosses. There aren't any Mini Battlelords (though some maps feature them on Damn I'm Good) or any Atomic monsters being used.

Red 2

The sequel is a big improvement over The Long Road, at least in terms of level design. This one doesn't have a "full" title. It's just called Red 2.

Gameplay wise, it's pretty good and it's also quite challenging, as I found health a bit scarce in the beginning and I even got killed once by a fucking Red Trooper inside the club because I was stuck with 5 HP for a while (maybe got bad luck with getting often hit by enemies near beginning and I got the armor when my health had already dropped to 58, so it didn't help as much as I hoped). Afterwards, I found a very much needed Portable Medkit! And then later on I found if I went in the room near the mine entrance, there was a toilet that you could use to refill health, although it still came handy once or twice later in the level, since there's plenty of challenging fights that will leave you hurt and wanting health badly. Like the entrance of the town hall, there's plenty of enemies waiting to ambush you! Oh and I also like that Mini Battlelord that shows up after you insert the blue card! He is the first encountered so far in the Red Series, unless you played on DIG skill.

Ammo is generally plentiful but in the beginning, you want to find the Chaingun, as you will be getting lots of ammo for it, especially from dead enforcers. I didn't find the Chaingun until I got inside the Town Hall. Then I figured out how to get the one inside the secret area. If only I figured out that secret earlier. Oh yeah and while there are paletted enemies (e.g. colored pig cops) used in the Red maps, this doesn't affect the ammo spent to kill them, as this map is made for the Atomic Edition and the behavior with paletted enemies having twice as much health only applies to original v1.3D release (and some EDuke32 builds from around 2013-2014). Of course, the only exception to this rule are the Assault Captains (aka Red Troopers), who still have twice the health of a trooper. But otherwise, paletted enemies can be used without any side effects in Atomic Edition and source ports.

Interestingly, I noticed there are plenty of armor pickups in this level, which is quite unusual because I usually complain when some maps don't give you any armor at all but in this case it is the other way around, you are given too much armor in contrast to the health pickups that exist in this map, there's like 5-6 armor pickups in the whole level. Not complaining, as I'd rather have a map with too much armor than to have a map without any armor pickups. But again, if you find yourself low on health, don't hesitate to use the toilet to regain your health, you won't regret it. :P

There are plenty of important notes about this map, such as once entering the mine and collapsing, there is NO WAY BACK, so you are encouraged to explore and find the secrets in advance. See below for the Secrets Guide! I recommend making a backup save slot, in case you missed something earlier. This turned out to be an excellent idea, since well I had an enemy missed, you will see why below.

When you enter the mine, there is a dickish explosion trap that will heavily injure you, even with 150-200 hp and full armor. What you are supposed to do is after triggering the explosion, run and stay in the elevator until the explosions are finished! I remember getting frustrated at this trap years ago, as it would always kill me instantly until I figured out the solution with staying safe in the elevator. This time, I got injured badly and decided to load my saved game, then stayed in the elevator.

Afterwards, go through the opened path, kill a bunch of troopers, then you will get to a room with a few troopers and pig cops. Kill them and then you must do a switch puzzle. The switch combination for unlocking the yellow card is 1-4-5. Upon revealing the card, two Octabrains will spawn behind you. Go back to the elevator you saw earlier and insert the yellow card.

Kill the pig cop, as well as a bunch of Octabrains and even the extra Commander that spawns upon collecting the RPG on top of the box. Go towards the opening filled with transparent water (BTW cool effect!) but make sure to save, as there is another point of no return, so I recommend grabbing EVERYTHING in past rooms before dropping down the water currents. Note that there is a small glitch where if you are standing deep into water surface, you can't jump until you submerge and surface again. At least this is how it acts in Duke3D v1.5 in DOSBox, it might be different in source ports.

Anyway, kill two troopers, use the staircase (I forgot to mention earlier, I really like the staircase effect implemented) and prepare for a nasty ambush involving many enforcers (three of them will spawn ahead of you, behind bars) and a few commanders thrown into the mix, all spawning behind you, when approaching the nuke button, as you will get locked inside! The RPG is a good choice if you don't let the monsters get too close to avoid blowing yourself up, otherwise the Chaingun is the best choice. Luckily, you are given an Atomic Health in advance and if you have full armor and a full medkit in your inventory, you should be able to easily survive this ambush.

Once you are done, drop down into the hole to exit the level and get sent to Hollywood Holocaust (sorry, I couldn't resist). If you missed an enemy or two, chances are either you didn't kill the three enforcers behind the bars or you may have missed a few enemies earlier. I was unfortunate to end up with one enemy missed initially but then after using DNCLIP to just figure out where that last damn enemy was, it turns out it was an invisible red sentry drone that was standing at some distance from the hotel. It was easily seen with NVGs and almost in an unreachable spot. I ended up quitting the game and starting it again to fully reset cheats (I don't like using cheats when playing normally, especially since they persist during saved games) and loaded the saved game before entering the mine. I was able to take out that invisible red sentry drone with a single RPG shot from far away while jumping on top of the car. Then went back, saved and redid the last 10 or so minutes of gameplay. And this time, I got all the kills, thankfully.

I also found a way to glitch to the last part of the level, though it doesn't always work and in some rare cases you may end up squished by the bars. You must jump and run without touching the floor! If you did it well, you will slide and end up behind the bars with the three enforcers spawning! Of course you won't be able to get all the kills because of the other monsters not "finding" you but you can explore that last area without any cheats involved. There is a hidden insult message that made me laugh and reminds me of a similar insult message you can find with noclip in the first level of Redneck Rampage (yes really). Anyway, the nuke button appears to be functional and will finish the level properly.

Oh and if playing the map in DOSBox, be especially careful with the pool table in the club, as I found out a rare corruption glitch where playing pool and scoring the last ball, it will corrupt the level and end up with graphical glitches. I have encountered this glitch before in Dogville map and even in 2000 TC (in latter case, loading the glitched save would instantly freeze DOSBox). At this point, if you get the glitch, just load your saved game and everything goes back to normal. Don't save while the glitch is in effect or else your save is fucked! I have no idea what exactly causes this glitch but it's very rare and only happens with certain pool tables in certain maps when playing the game in DOSBox. So far I can confirm it happens in v1.5, no idea if it happens in other Duke3D versions but I know source ports shouldn't have this bug. I may ask separately in the forums about this glitch, as it hasn't been documented before.

Okay, I looked up quickly and found a mention here on Infosuite: https://infosuite.du...e=ae_sprites_a3

Quote

Note: The POCKET sprites must be within the same sector as the pool balls, or else the balls cannot be pocketed. The pool balls are not allowed to leave their source sector, or else graphical glitches will occur.

If I remember correctly when playing RED 2, there were indeed a few pool balls on the floor, so this may cause the glitch upon "breaking" the last ball if you choose to play Pool.

Anyway, there are FOUR secrets to find (secrets 1 & 2 are located near each other), which are all found in the first half of the map, so you should find them all BEFORE entering the mine!
1) In the back of the hotel, find a hidden switch. It will open a nearby door containing an elevator leading to the second secret.
2) Inside first secret, use the elevator to go up. Kill two troopers and collect 3x Trip Mines (weapon), box of Pipebombs and RPG ammo.
3) Near the Supermarket, there is a building where you can see Chaingun and ammo. Go near that building and look at the arrows pointing up. There is a hidden elevator you can activate to get up. On the roof, you will find RPG Ammo, Large Medkit and Armor. Drop down to grab Chaingun and ammo. To get out, jump on chair and then you will be able to get out.
4) Near the Town Hall, there are three buildings nearby. The farthest of them contains the secret. Jump on top of it and look at the differently colored wall. Open it to access a room containing a box of Pipebombs, Atomic Health and Armor.

Overall, this is the map that made RED series popular (the first one got mixed responses but the second one was much better received, then the rest is history) and while some people nowadays would probably say to skip the first two original maps and instead play the remakes, I'd say they are all worth checking out, if nothing more than for historical purposes. I'm just wondering why Merlijn hasn't remade Red3-Red5 as well and made a whole episode of the series? I think it would be nice to see a full "Red Series" episode one day and I'm very sure it will be well received by the community, especially if it gets expanded (heh) with a new level or something, to give the entire series a proper conclusion. Yes, I know that the Addon Compilation offers the option to play the RED series as an episode (with the option to play the originals or the remakes) but I just want an official version by Merlijn. :D
Attached Image: RED2_5.pngAttached Image: RED2_6.png
Attached Image: RED2_11.pngAttached Image: RED2_15.png

As a bonus, here are reviews about the Deathmatch maps created by Maarten. Some notes about them:
-Most DM maps contain NO EXIT, with the exception of Temple of Death.
-Most DM maps contain monsters in them, so they are "playable" in SP as well, especially Temple of Death which contains an actual exit.
-Some DM maps contain no armor in them.
-There are no secrets to find in any of the DM maps but there are unofficial secret areas you can access.

MaaDM2

A nice short Deathmatch map. I like the design. I was hoping that pressing on that Detonator will detonate the building or something. Even trying to blow up those cracks didn't do anything. Unlike the other DM maps, there aren't any monsters, on CGS skill at least. On DIG, there seems to be a Mini Battlelord present as the only enemy in the map. I think it would have been more interesting if he was the actual Boss variant, so the level can be finished upon killing him. Also weapons 8-0 are absent.

Regardless if you chose to explore the map, fight the Mini Battlelord or fight with the bots, the map is worth checking out. Now I just wonder if MaaDM1 was ever released somewhere? The text file from MaaDM3 mentions that it wasn't released for public and must ask the author to get it.
Attached Image: MAADM2.png

MaaDM3

A short DM map that contains copious amounts of monsters. Health packs are limited and there are no armor pickups. There are also a couple Mini Battlelords and a few Pig Cop Tanks, on top of the other common enemies encountered. Luckily, ammo is plentiful after the beginning part and you should become a killing machine once you get your hands on the stronger weapons! Even the pipebombs are useful for killing groups of weaker enemies. Though the Shrinker/Expander seems to be completely absent.

I died a bunch of times and while I got a bit frustrated towards the end with the Mini Battlelords killing me quickly or getting surprise killed by a trooper/drone, I had a lot of fun to take on groups of monsters, therefore this felt like a mini slaughter map. In the end, I had 52 HP remaining and exhausted every health pickup (they were carefully used too, like not picking up large medkit until 70 or less health and not picking up a new Portable Medkit until fully using the current one). I also like how the map comes with the music that plays in E1L7: Faces of Death. Not only that but it also contains TOD, which means it's the next one to review!
Attached Image: MAADM3.png

Temple of Death

As mentioned, this map is included in same package with MaaDM3. Despite being a larger map, it is much easier, as it contains less enemies and also much more health, like multiple Portable Medkits and Atomic Healths. Still no armor pickups but at least health is plentiful that there isn't that much of a problem with the opposition you are facing. Which includes mostly the regular enemies and a single Mini Battlelord. Actually, there's two of them and you will see why.

Initially, when I played the map, I noticed there is a blue card slot but didn't find the blue card until I looked into Mapster the next day. Turns out, the blue card will not only unlock the exit but also another Mini Battlelord spawned outside the window. You can kill the Mini Battlelord if you want. Something tells me it was meant to be a full sized one, to give the player the option between defeating the big bad Battlelord or press the nuke button, like it has been the case with other user maps released over the years. But in this case, nothing stops you to immediately press the nuke button.

Interesting map and worth checking out, as it feels more like an actual SP map than a DM map.
Attached Image: TOD_1.png

Hell Awaits

Another DM map filled with enemies. This time, the only enemies encountered (at least on CGS) are about 20 Commanders. There are a few extra Commanders, as well as a few Mini Battlelords on DIG skill but for the purpose of this review, I stick to the CGS skill. I may try later on to see if I can "complete" this map on DIG.

Anyway, you are given plenty of stuff to deal with them. All weapons with plenty of ammo, as well as decent health (and even an armor pickup) are provided. I died a few times (mostly caused by a commander's rocket blowing up a crack near me, which did extra damage) but nothing too bad, as I got the hang of this map. Again, much like MAADM2 & MAADM3, there is no exit to be found. Just kill everyone, collect everything, save and move on to the next map.

Overall, it's an interesting map worth checking out.
Attached Image: HELLAW8Z_3.png

Next time, I guess I will cover MAADS, TOXICITY, X64-2 and RED3-5, all of them being the remaining vanilla compatible maps. I just hope I won't have a miserable time with X64-2, like Quacken did. :D

Have a nice day!

EDIT: I forgot to mention that some RED maps are modified and included in Alien Armageddon, if I'm not mistaken. At least I recall playing some modified version of Red 2 (remake?) in it a few years ago. Correct me if I'm wrong.

EDIT 2: Yes I know that RED3-5 were far better received than even RED 2 but what I mean is that RED 2 is what got the series on their feet, while RED 3-5 perfected the formula, especially with their creepy atmosphere. I'm looking forward to revisit them after all these years!

This post has been edited by FistMarine: 08 May 2023 - 02:37 AM

2

User is offline   Quacken 

#14

Upon learning about X64-2's significance to the mapping community at large, I will say this: I stand by everything I said in my original review, but after hearing about the map's significance I can appreciate it for what it tried to do. I still think X64-2 is too abrasive and frustrating. Even only just after posting my review though I felt that a 1/10 was too harsh, so in retrospect I'd probably give it a 2/10 instead. Not quite a fail, and honestly it's a well-made map, but I still think its aggravation significantly outweighs its legacy or visuals. I'd say it "aged" pretty poorly, which I know sounds pretty hard to believe coming from someone who started these reviews only last year (and didn't start playing Duke 3D in general only about two years ago). I'd rather not talk about Rides Again anymore until we actually play it. I'd like to, but I also think it'd be good to not derail the thread.

Also, a lot of my reviews (in particular the older ones that are from 2022) have a good handful of mis-spellings, typos and grammar issues. I'm pretty sure I may have also mis-gendered Crista Forest during the Twin Dragon and Acropolis month, and I always got "rating" and "ranking" mixed around for my final score of each map set. I tend to not really worry about these things too much since I feel like the general idea can be gotten even with the writing mistake. If I catch mistakes with my eye I definitely try and fix them, but otherwise I don't really mind.
2

User is offline   Aleks 

#15

I don't think there's any need for you to justify your reviews, Quacken - they're essentially reviews, so your own opinions and it's cool that you write them and have distinct views on maps and your own taste. It's also worth noting that no matter how "objective" one tries to be, in the end it's always affected by the expectations, mood of the day and general experience with each map anyway. As I said, I remembered playing X64-2 not that long ago (relatively to its release at least) and finding it more impressive than I remembered really, which is why your review came down as a surprise to me, but it doesn't mean it's less valid in anyway. Same with Toxicity really, I have quite fond memories of this map, but then I played it a long while ago so don't remember it that well.

And don't mind the spelling mistakes or anything, your reviews and the dedication for writing them are much welcome in this community!

Quote

I'm just wondering why Merlijn hasn't remade Red3-Red5 as well and made a whole episode of the series?


I'd say Red 3-5 are perfect as they are and won't need any remakes, they're some of the finer and more acclaimed maps of their time. And the Addon Compilation version is probably as close as it gets to a proper "official" episodic release (also IIRC some small stuff was fixed in the AC versions of Red 3 and 4 to ensure modern EDuke compatibility?).
2

User is offline   Aleks 

#16

Played the remaining Maarten's maps.

The Big City
This looks very much like a first released level from around 2000s, but plays quite nicely. There's a bunch of Roch inspirations (particularly the house from which you jump on the roof to get the blue key). I can also see the progress he's done during the development of this map, with some (especially initial) areas looking much more rough than some more refined later on. Despite the whole city being rather blocky, there's a lot of seemingly abstract stuff - the "hand drawn" road surface markings, the general layout of the town or some daring colour compositions, curvy buildings, which will later evolve into his style (although much more refined, of course). There's also the creative paintings - either in the oval frames or even one composed with regular sprites (even the palm trees that are always view oriented, which makes these look like some modern paintings done with "3D"/semi-sculpting technique). The combat is OK-ish, but a bit bland, with only low-tier enemies and a single commander, although the arsenal is pretty limited. The secrets are fairly easy to find, but not very rewarding. Overall, this was better than I expected and seeing the traces of Maarten's style was quite fun.

Temple of Death
I remembered this map, but didn't remember it having actual enemies/ending (I also remember Hell Awaits and was quite sure this one didn't have enemies either!). Despite being primarily designed for Dukematch, this is also surprisingly valid as a short single player level, with its DM-intention mostly shown in the abundance of all kinds of weapons and atomic healths. The design is very good and also very conveniently structured/clean, resembling the general mapping trends of the time more than Maarten's own twists IMO. The inside of the temple is very detailed and looks quite "modern". Fun fact: the temple is taller from the inside than it is from the outside :P The gameplay is more challenging than in The Big City, especially at the beginning, but it's still pretty easy. It took me a while to locate the blue keycard, as the ladders kinda blend-in with the environment here.

I was initially gonna play only the remakes of Red 1 and Red 2, but decided to re-do the whole series, because it's been a while and it's certainly worth it. Then I might proceed to replaying ABBA and maybe Toxicity as well.
2

User is offline   Quacken 

#17

Only get to do one more map tonight. I promise I'll be able to do a double feature tomorrow, I've just been quite busy!

Another Big Base Attacked

Phew! Thankfully, it seems like Maarten's bad luck ends. Another Big Base Attacked is rip roaring fun. The first thing to note is the new MIDI. I've definitely never heard this one before, and I have to say that it's quite a good fit for this map, where explosions are a plenty and cool visual effects are never too far away. The visuals of this map are stellar. Aside from the great shading, use of colours both inside the base and outside of it in the arctic winds, using frostbitten monsters outside the map and transparent green Octabrains is actually a nice thing for once. It's much brighter out here than it is in X64-2, and you can always lead out your slightly radioactive enemies into the light. I also like the use of security cameras. Rather than display upcoming areas, Maarten's cameras are used to display message logs. Not only are they presented neatly like actual military correspondence, they help to further enhance the storytelling. Also helpful in establishing your presence in this map is the voice acting. I don't know if that's Maarten himself or if he got Merlijn to do it, but good job! It's cheesy for sure, and there's a very thick accent, and it can also be drowned out by the music if you have it at even 60% volume, but I appreciate the extra effort put in to make it feel like you're not so alone in here.

Pair some great visuals with some excellent special effects and combat. The blackout leading to the underwater section had me a little confused at first, but I definitely liked the end result. The ambush after the blue key may literally tell you it's about to happen, but despite being warned I died to it anyway. Without doing some clever platforming you won't be able to find the RPG or the Shrinker, which are both essential to getting past this fight. Having to retrace your steps through the base while fighting the re-populated area is also a good re-using of space. The final fight with the aerial ambush of Octabrains, Troopers and Commanders is pretty fun, but it seems pretty mute when the exit switch is right in front of you. ABBA is by all standards an excellent map, and a very hopeful sign of good things to come.

9/10.
3

User is offline   Aleks 

#18

So, I re-played the first two Red maps from Merlijn in their original incarnations. To stay thematically around the Redneck vibe, I decided to use Rednukem to play these maps instead of the regular EDuke, for better or worse (actually I made this decision remembering there was some hardlock in one of the maps - Red 4 IIRC - with some effect not working as intended in EDuke).

Red 1 (The Long Road)

I didn't remember much of this map and to be honest (besides the finish), it got a bit mangled in my memory with Red 2 apparently. After having played Redneck Rampage last month, I can definitely see where the inspiration came from. Especially the first shop, with the ice container in front of it, reminded me of a similar locale in Taylor Town, but the whole layout of the map with the country roads and the red sky are also very similar. The Rock restaurant and the house at the end where you get the blue key are designed quite well, with the openable curtains and SOS (?) done quite nicely over the 2 floors. All the interconnections and small passages between the rocks work well too. There is this one potentially cryptic thing with the switch hidden inside the refrigerator and no obvious indication what it opens, but I've came across the hint about getting cool before diving :P One thing this map definitely lacks is the shading though, which is almost non-present - but I'd say it would still easily pass as an official Redneck Rampage level anyway!

Fun fact: Back when it was released, Mikko apparently thought Merlijn and Maarten are the same person! Check here: https://msdn.duke4.net/mapredduke.php

Red 2

It's a significant step up from Red 1 (but nowhere near as much as Red 3 is from Red 2!), where Merlijn starts to develop his organic way of storytelling in a map. The city once again is heavily inspired by RR I think, especially the "lower" part of it. The town hall is a more ambitious interior, especially layout-wise, and the battlelord encounter works very well there. The design of the mine is another step-up from how the city looks, with Bob-Averillian stuff towards the end that might have been more of a proof of concept than a proper design. There's also a 6 switch button combination for which I didn't find any clue, but I brute-forced it in like 5 tries, so didn't mind it at all. The combat is more challenging - especially at the beginning which is very open with quite stingy ammo supply. The final ambush was fun to deal with, as by that time I've had enough RPG and explosives to mow through the enforcers army led by the two commanders. Now I'm looking forward to see how the overhauled version of this map looks!
2

User is offline   Quacken 

#19

Hello! I have to admit by saying this: I have two reviews here, but I only actually finished one map tonight. I've finished The Unknown Planet today, and I got about 30 minutes into Spacetronic. I've been hard stuck on that map trying to figure out where else I can go, because I feel like I've exhausted everywhere I can possibly go. (I've got three of the ship parts, the wheel, the pipe and one of the rods which you need two of.) Fortunately, I actually played Another Attack: Woudrichem War quite a while back, so I feel like I can use my memory to collect as many thoughts as I can about that map. Let's go!

The Unknown Planet

With a length that's much more respective of your time, better balance, more open air visuals contrasted with luscious dark caves, and for the first time a custom song composed by Maarten himself, The Unknown Planet is a superior iteration on X64-2 in every way. Firstly, the visuals. I find the visuals here to be excellent. Maarten cut out the dumb pitch dark sequences and instead focused his map on bright green skies with monsters you can actually see, which is an excellent change. Even more so is the acidic sea instead of the cliffs. It really feels a lot more isolated in here when you can see into the vast reaches of nothing. Some areas like the strobing box that flashes between black and fullbright are questionable, but those are few and far between. I also like how the health was presented better in this map. The only health you get in this map is still just Atomic Healths, but most of them are either in clear view or are placed on flashing pedestals, with ammo circling around them like big bright care packages.

Some of the fights have the potential to get you. The Protector Drone ambush when picking up a yellow key actually got me to face-rocket myself, and the Battlelords that circle the starting area can be treacherous with limited rockets. I also like the final arena. In particular, the Protozoids that ooze out of the floor and the walls can actually be useful in thinning the numbers. Protozoids can eat monsters even if they're alive, so you can let them do some of the work to help save some ammo. Lastly, the music. Maarten did an excellent job with this one. It simultaneously fits a hostile planet while also being quite funky and up beat. Besides some unfortunate minor mishaps, The Unknown Planet is a hallmark of space themed maps, and there are very few that match it in terms of its atmosphere, visuals, fights and music.

9.5/10.

Another Attack: Woudrichem War

According to a quick Google search, Woudrichem is a city in the province of North Brabant in the Netherlands. Woudrichem War is a sprawling city map that has a lot to do in it, to the point where I feel like it gets extremely overwhelming. This map is gigantic. It's obviously not to scale with the real city, but I kept feeling like it was during my playthrough. A pretty bad habit that Maarten developed in Spacetronic bleeds into this map, too. There's a ton of doors in this map but not a lot of them actually open, and the ones that do often need switches to do so. Even buildings which have signage such as the bookstore didn't even open for me, which seems weird as otherwise I don't think the building should even really have the sign in the first place. If I can remember correctly you need to get onto the roof to look at a security camera that gives you another angle of the keys. The keys are as far out of the way as they can possibly be. Getting to just one of them is an adventure in and of itself, and you're not even immediately done with the map once you've got all of them. You've still got a chapel to slink by and a very tricky dogfight atop the clock tower. Only then can you leave the map. This took me over 45 minutes to complete, most likely more, and about ten of those minutes were me probably just wandering around looking for things to interact with.

The visuals in this map are as always very good. Rendering a huge city is certainly very technically impressive, and I like things such as the entrance to the supermarket, but the map also tends to chug which can drag out the gameplay. The music is also not as good as in The Unknown Planet. I just don't like it as much. It can tend to really drag if you don't know what you're doing and are looking for something to pick a fight with or to find a specific item you need. Woudrichem War is technically and visually very impressive, and it has some good fights, but it feels extremely overwhelming and about as fun as navigating a huge city without a map in real life.

6/10.
2

User is offline   Aleks 

#20

Quote

about as fun as navigating a huge city without a map in real life

I can agree with this - but in my book, that's a compliment, Woudrichem War so far was probably the only map where I genuinely experienced getting lost which gave exploration a whole new purpose, kinda like playing a brand new GTA game.

Anyway, back to the Red series with the complete overhaul of the first map. Here's Red 1: The Poisoned Lands.

And I must say I'm glad that Merlijn went on and "redid" (no pun) the whole map, yet capturing the essence and vision of the original. Now it feels like Redneck Rampage on steroids, with awesome visuals. The first part of the map is quite bold - the design is beautiful, but we don't get to experience it much as we have to run from a pack of monsters without ever having a chance of getting back to this area. I particularly like the details in the small concealed weed farm here and the neat texturing of the staircase. Then there's a part which reminded me of the beginning of Clear the Coast, which large-scale rocky mountain roads scenery. There's the house from "Colour from Space" (I think it's mentioned in the text file, but I've seen the movie with Nicolas Cage a year or so ago, so the storytelling on the screen+locations clicked). "The Rock" restaurant also makes a comeback in style (I liked the nod to the original map's switch hidden in the refrigerator, in this case leading to a secret place). The visual storytelling, which is Merlijn's trademark, is very strong here - we read the messages and see all the weird stuff happening, all the while knowing it's the aliens doing their shenanigans because they're all around the damn place, only to find the hive underneath the sewers. The design of the hive here is also very creative, it looks a bit like a prototype of what we get to see in SG4 in a lot of aspects. The gameplay is fair, but can get challenging due to the large numbers of hitscanners or clever placing of troopers and octabrains. This is interesting, as there are no battlelords or newbeasts in this map, yet the tension build-up and ominous atmosphere are all over the place. Great, great map!
3

User is offline   FistMarine 

#21

Thanks for the responses so far! I have good news that my mother is a lot better and has been recovering from COVID in past few days. This is also why I have waited a few more days to post, as I originally meant to post a few days ago but wanted to hear the news and was trying to think about which maps to play/review next instead of making another long post of 7 reviewed maps.

@Quacken: You made some good points about X64-2, though I will not talk about it now, I'm saving it for next post. As for Rides Again map reviews, may I suggest to write something about the maps separately in a text file, until the game gets chosen in the following months? That's what I sorta did with RR before it was chosen, I had about half of the maps covered already in a text file (but not before I overhauled most of my review), as it took me long enough to write about the maps even with the half-finished review in advance. This is the last time I mention RA in this topic, I promise. Unless we are talking about the RED maps being influenced by RR. ;)

As for your map reviews, pretty much what Aleks said. Don't worry about what you wrote in past year, I find your reviews pretty well written for the most part. My own "reviews" aren't as well constructed compared to everyone else, considering I mostly talk in general about the map, as well as its gameplay and secrets. I don't go into in-depth reviews like the ones you'd typically find on Duke3D user map hosting sites. But at same time, I still enjoy talking/writing about a map I've played, as well as pointing out interesting trivia and such about the map in question. I actually find more enjoyable to mention some fun facts/trivia about a particular map than truly reviewing it.

I know I'm going a bit off-topic but I kinda wish you were around for when LR&WB and Chimera were played back in March 2022, which was right the month before Duke Nukem 3D was chosen and you joined at same time. I would have been interested in reading your reviews to those two TCs, considering they are some of the most famous of their era and are often recommended when comes to classic Duke3D TCs. Though it's never too late and if you feel like playing them one day (I recommend playing the Addon Compilation version), you can always review them separately in your own topic or the "Last map you played" topic or even bumping my own topic, though in latter's case I'm not sure if bumping is generally allowed, so I'd advice you to be careful.

@Aleks: About Red3-5, I understand what you mean. I didn't realize that only Red1 was remade, while Red2 was actually remastered, until Merlijn pointed out in the topic. So what I meant in last post is that I wouldn't mind seeing Red3-5 getting a bit remastered (in same vein as Red2 was remastered, which was only expanded in some areas) and then all maps compiled into an episode. Not trying to reduce NightFright's efforts (he did an excellent job with the addon compilation so far) but I don't consider the Addon Compilation version to be official (most of the changes/fixes are grammar fixes from what I read in the changelog, nothing about EDuke32 compatibility, though I won't be surprised if some of them broke in recent EDuke32 builds) and I'm pretty sure Merlijn intended for the Red Series to be released as an episode at some point, had there been a few more maps made for it. I'd like to hear what Merlijn thinks about this idea, if it is feasible in the future and I won't lose sleep at night if he doesn't release the Red episode one day. We have the original five maps to be played in DOSBox, the two remakes in EDuke32 and the AC version in EDuke32 as well. :D

Oh and yeah, I noticed the same when reading Mikko's reviews of the maps while creating this topic. I found funny that Mikko thought there's one person. Another funny thing is how you went to play Red series using RedNukem. A great idea and considered this plan before, though I'm not sure if the newer Red1 and Red2 are playable in RedNukem, as I don't know if it supports EDuke32's extended mapping features and not to mention they were released years before RedNukem even existed. In that case, I'd stick to EDuke32 just to be on the safe side.

Anyway, I noticed in the previous post I forgot to mention ABBA as well when comes to covering the remaining user maps soon, though I figured out I should split my review into two, so for now I played and covering the following three maps: MAADS, RED3 and TOXICITY.

Maarten Desert

An interesting follow up to The Big City. Duke is thrown into the desert and has to make his way throughout while dealing with the alien scum.

The beginning was quite difficult because I got left with low health after fighting the first couple pig cops and enforcers, only then I realized the shotgun and chaingun were in the opposite direction. What follows is getting left for a while with around 30 or so health and eventually I get killed a couple times at the part when fighting two commanders. That invisible commander can fuck off, as either he (or the landmines?) finished me off quickly and that got a bit on my nerves after 3 deaths or so.

Thankfully, the action picks up after that. The Portable Medkit came very handy when I was down to just 1 HP. Then in the next room, I get stuck and realized I had to blow up a crack that wasn't even visible, in order to escape. Yes, you are given explosives in advance but I had to take a small look in Mapster to progress and once more later when not remembering where I had to insert the blue card. I take full blame for the latter, as I should have remembered the location.

After the difficult sections that left me constantly with low health, the map started getting really good that I started to forgive the earlier annoying parts and it turned into an epic and well designed map.

Interestingly, I noticed a few Redneck Rampage textures getting used but again like Merlijn said earlier in topic, the map didn't use them too much. All I can say is the part that uses them, hides a secret, which will be explained below. Of course, don't expect the map to feature too many secrets. But what we got is better than nothing.

Anyway, after a somewhat miserable beginning, the map picks up immediately afterwards, giving you the remaining weapons and plenty of resources, as well as plenty of epic battles, with the fight against THREE Mini Battlelords and the hotel fights being the highlight of the entire map, featuring many epic battles contained in well designed parts.

I wasn't too disappointed with the ending. I was expecting a big Battlelord boss, considering how well I was stocked (with a fully loaded RPG!) but instead, we get a Mini Battlelord guarding the ship, which is the exit sector, that leads to Hollywood Holocaust! Yes I know, I keep mentioning this, as it's funny, though the joke is lost if you are playing in source ports.

I only wish more Atomic monsters got used. I noticed there was a Protector Drone halfway in the map, as well as one or two pig cop tanks towards the end. But hey, it's better we got a few Atomic monsters used than none at all.

There are TWO secrets to find (they are located not too far from each other):
1) The first is found right where the RR textures are being used. Just go through the wall to find a red pig cop guarding a Small Medkit, RPG and 2x Shotgun ammo.
2) The second is found somewhat nearby, after disabling the forcefield and where you go to carefully collect the Devastator on the ledge. Go through a nearby fake wall in the right side, to collect a box of Pipebombs and Chaingun ammo. Carefully look down to find a Freezethrower as well.

Unofficial secrets that may help you on your journey (also found relatively close to each other):
-Near the hotel, jump in the swimming pool. You will find a small compartment containing Holoduke, Armor and Large Medkit.
-Near the swimming pool, there is a gate and some goodies behind it. Blow up the gate with an explosive, to collect a Devastator and 2x Chaingun ammo.

Overall, the map was definitely great and it was a pleasant surprise after the somewhat annoying beginning, the rest of the map made up for that. I only wish that more RR textures got used throughout the map, to justify their inclusion, as the map mostly used Duke3D textures.
Attached Image: MAADS_5.pngAttached Image: MAADS_8.png
Attached Image: MAADS_15.pngAttached Image: MAADS_16.png

Red 3

Here we have the legendary Red 3. How does it hold up in 2023? Pretty well, I'd say. The map uses the spooky song from E2L11: Lunatic Fringe to add to the spooky atmosphere. I played this map in the evening and it was quite creepy, so it certainly added to the atmosphere. Especially the "scary" sounds you will hear at random times. Although it didn't make me jump or anything but it definitely felt immersive. :P

Gameplay wise, it's quite solid and mostly features invisible enemies (hint: you are given a pair of NVGs at beginning and a few more throughout the level). In the beginning, after escaping the mine, you have to fight a few protector drones with your pistol or even kick them to death if you want. I actually recommend kicking the first one to death if you are brave, you will save plenty of ammo, since you have plenty of space to handle him and avoid his attacks. The next one you have to kill inside the abandoned house/hotel, so you can try to use both pistol and kick to deal extra damage to him quickly.

For the rest, you will mostly fight invisible troopers and non-invisible versions of existing monsters. The reason for the non-invisible ones is that the game won't spawn paletted monsters, they will instead revert to their default palette. This behavior only works for Mini Bosses, not for regular enemies. This was explained in other topics as well and I don't feel the need to repeat myself.

Speaking of which, the ending features two Mini Battlelords as well, so you will want to save your rockets for them. I know that much like the other maps by the Oostrum brothers, playing on DIG will result in additional Mini Battlelords appearing in the map. You have been warned!

I'm not going to spoil the rest of the map. You have to play and see for yourself, as this is an experience that you don't want to miss! The only complaint/nitpick is where the last two monsters disappeared. I mean I recall when backtracking near the end, I found a Protector Drone inside the hotel but other than that, after I finished the map and looked at stats screen, I backtracked throughout the map and didn't find anyone else. And while I didn't die initially, after I reached the exit, saved and found out I missed two enemies, I loaded my save and backtracked for those two non-existent monsters, then I ended up falling into the pit at beginning of level and died. I guess that's what I get for looking up those two ghosts. :D

NOTE: I looked up in Mapster a few days after I finished and reviewed the map and found those two missing enemies! They are two Commanders spawned inside an unreachable place! You can find them in a small room near the long tunnel. Requires DNCLIP cheat to access this room. There is also a message that reads: "I DON'T THINK I INVITED YOU IN. SO GET OUT!!!"

Also I didn't mention the secrets because there aren't any, so no need to look up for them.

Overall, Red 3 was a fantastic map. I really enjoyed the spooky atmosphere and the later maps that got inspired by it. I only wish that those two commanders didn't screw up getting 100% kills. Could have made them spawn if entering that hidden sector with noclip and you get punished for doing that but not spawned while playing the map normally, so you would still be able to get all the kills in the end (enemies that aren't spawned in the level won't influence the kills). I'm looking forward to revisit the sequels! But for now, I think it's time to see how does the Toxicity hold up.
Attached Image: RED3_3.pngAttached Image: RED3_7.png
Attached Image: RED3_9.pngAttached Image: RED3_10.png

The Toxicity

Pretty impressive Roch inspired map, which is something I forgot to mention previously on The Big City, as it also felt a bit Roch inspired, though Aleks already pointed this out. However, while The Big City was a humble first effort at a city map, The Toxicity seems a lot more epic and even more challenging, though I personally didn't have much trouble completing it. Also I think I remember playing this map at least once or twice back in 2010 or so with the Attrition mod when it came up randomly in Random Missions. But this time, I revisited the original version in DOSBox to get the intended experience!

The progression is pretty straightforward and the balance of health/armor/ammo to enemies is pretty good, with plenty of surprises and challenges that await you. As such, this map shouldn't give you much trouble. I highly recommend getting the armor as soon as possible, which is found inside a trash can early on (not inside the first two trash cans, the one that comes next).

The only thing I found annoying are some of the explosions that happen almost in your face and some ambushes later in the level were a bit insane but not in a bad way, I actually enjoyed the challenge here, as Maarten gives you the supplies you need in advance, so you don't get stuck in hopeless situations.

The part that Quacken mentioned near at the end (with the THREE Mini Battlelords and also THREE Commanders) wasn't that bad. You are given the tools you need in advance. Have the RPG selected and get ready to blast some alien bastards! Oh and don't think the level immediately ends after that, as there is one more ambush with a bunch of enforcers and troopers that will happen after crossing the now available sectors (they were previously blocked with forcefields).

Oh yeah and there's the part prior where you get locked and then some hitscanners and protectors burst out of the wall. I actually got shrunk one time (when replaying this fight to have more health remaining) but thankfully was able to escape by running back in the previous room. Then I replayed to do it without getting shrunk. But after a while, it seems there will be a pillar that blocks the door, meaning this area will be inaccessible later on, so after dealing with the protectors, grab ALL the stuff (health, armor, ammo) in advance before pressing the switch that teleports you back inside the restaurant!

And funnily enough, just like with Red 2 (I forgot to mention earlier), I get a Chaingun dropped by an Enforcer shortly AFTER I picked up the first Chaingun in the level. I find this funny it often happens to me. Sometimes it happens with used armor dropped by pig cops as well. Though in latter's case, this map is generous with health and armor pickups, so don't worry about that. :P

Also the one room with platforming over the boxes reminded me a lot of Half Life, which I finally started playing not too long ago, so I get the inspiration behind it.

There are TWO secrets to find:
1) At the very beginning, when getting to the alley with the two troopers and two trash cans, you should inspect the nearby walls, as you will find a trooper inside, two Tripmines (weapon) and Shotgun shells.
2) At the main street, you will notice a balcony. You can't make the jump from the other balcony but instead, you are meant to climb on the nearby ledges and if you get inside, you will find a trooper (though he probably got out of the balcony earlier), as well as a pistol clip, a small medkit and a much needed RPG!

Additional hints:
-Inside the restaurant unlocked with blue card, you must find a bunch of switches to raise three colored pillars blocking the door to the kitchen. One green switch is located in the middle of the room (where a vase sits), three blue switches are located in the corner (only two of them are the correct solution) and four red switches are located near a bathroom door (only three of them are the correct solution). Once done, the pillars are raised and then allow access to the kitchen door.
-Inside the kitchen, when various ambushes involving hitscanners and protectors, you will notice a pillar blocks the way back. You will be able to get back to the previous room (and most areas of the map, I think) but this room will not be available later on. I highly recommend grabbing EVERYTHING that is found in these rooms.
-At the end of the level, after the big fights, I recommend saving before crossing into the final sector with the spaceship. You will get trapped and the level will end afterwards. So don't forget to find everything in advance if you want 100% completion.
-The car that travels on the street is not deadly, as far as I know. You should still take precaution when crossing the street but from what I noticed, it didn't kill any enemies, which in turn didn't cause any enemies missed at the end of the level. For those who don't know, enemies smashed by cars/trains will get instantly deleted from the game and NOT ADD TO KILLS, at least in the original DOS version and most source ports but I know newer EDuke32 builds from around 2016-2017 and above will correctly credit you with kills caused by cars/trains.
-There are a few other non-secret balconies that may contain additional goodies, such as a box of Pipebombs and Atomic Health. Be sure to explore!

Overall, I found this map fun and challenging in a good way.
Attached Image: TOXICITY_3.pngAttached Image: TOXICITY_8.png
Attached Image: TOXICITY_11.pngAttached Image: TOXICITY_14.png

I will cover the four remaining vanilla maps next week (RED4, X64-2, RED5 and ABBA) and I'm using the weekend as an opportunity to have extra time to write and have the review done for the next week. At the moment of writing, I have both RED4 and X64-2 done and reviewed as well. The only ones remaining to play are RED5 and ABBA, both of which I should easily do later today and will get reviewed during the weekend. Afterwards, starting with next week, I will play the maps that require a source port and hope to buy new speakers for my PC or if not, I will play them on my laptop instead, as I don't want to miss out on sound effects and music when playing the maps. I'm just hoping my laptop will handle fine the newer EDuke32 builds and those large maps released in last few years. I'm mostly talking about Another Attack and Shaky Grounds. Have a nice weekend!
2

User is offline   Quacken 

#22

Really funny story about Last Reaction - my stupid ass actually played through that entire map set in March of 2022. I didn't have enough confidence to introduce myself then (and also I didn't want to come off as being too rude by completely dumpstering Last Reaction), so I introduced myself in April. I hate Last Reaction with my entire corpus, and I personally believe that George-William Bernard designed it with 100% malicious intent. I never finished Water Bases and didn't even start Chimera by the way. It took me the entire month to do Last Reaction. I think it would be a good idea to make a new topic just to express my thoughts on it, along with me actually finishing Water Bases and Chimera. One big mega post for each episode. When I've got a good, long day to myself and I don't have to worry about anything.

I'll make sure to do Weissensse tomorrow. I've been busy with some real life matters recently so I've been pretty slow on churning out reviews.

This post has been edited by Quacken: 12 May 2023 - 03:20 AM

3

User is offline   Aleks 

#23

View PostFistMarine, on 12 May 2023 - 02:30 AM, said:

Here we have the legendary Red 3. How does it hold up in 2023? Pretty well, I'd say. The map uses the spooky song from E2L11: Lunatic Fringe to add to the spooky atmosphere. I played this map in the evening and it was quite creepy, so it certainly added to the atmosphere. Especially the "scary" sounds you will hear at random times. Although it didn't make me jump or anything but it definitely felt immersive. :P

That's a good reminder in general about the strengths of the Red maps and, in general, Merlijn's map - the huge emphasis on the use of sounds, which I think he kind of pioneered back in the day. I was going to mention this as well in my short write-up of Red 1: Poisoned Lands, which also used a lot of sounds to build up the tension/atmosphere and keep the players at their toes. This is something that is not discussed as much as e.g. the visuals, but it was probably the main inspiration for a lot of maps back then (e.g. some stuff by Quakis and my own maps as well even up to this day), the unconventional and frequent use of one-time sounds of e.g. monsters as parts of general design.

Quote

NOTE: I looked up in Mapster a few days after I finished and reviewed the map and found those two missing enemies! They are two Commanders spawned inside an unreachable place! You can find them in a small room near the long tunnel. Requires DNCLIP cheat to access this room. There is also a message that reads: "I DON'T THINK I INVITED YOU IN. SO GET OUT!!!"

...and the previous paragraph I wrote brings us here - IIRC these commanders were placed with the sole purpose to keep "taunting" the player throughout the entire level, which was a bold and original trick which worked great, their roaming sounds are distinct and immediately recognizable, so for the whole level you have the thought of a commander being "somewhere out there, maybe behind the next corner" at the back of your head.

View PostQuacken, on 12 May 2023 - 03:18 AM, said:

I hate Last Reaction with my entire corpus, and I personally believe that George-William Bernard designed it with 100% malicious intent. I never finished Water Bases and didn't even start Chimera by the way. It took me the entire month to do Last Reaction. I think it would be a good idea to make a new topic just to express my thoughts on it, along with me actually finishing Water Bases and Chimera. One big mega post for each episode. When I've got a good, long day to myself and I don't have to worry about anything.

I think this is a general consensus regarding Last Reaction that it's "not so good" to extremely annoying. Water Bases is a lot better in pretty much every aspect, although it's the last couple of maps that are the bees knees, which tell a pretty neat sci-fi story and include one of the coolest boss encounters in Duke's TCs (similar can be said about The Gate, which also really pick up towards the end with an awesome sci-fi plot and the "immortal" god-boss). Also, whenever you play Chimera, I look forward to seeing your review of the 2nd (IIRC) level, which might be one of the worst/most annoying ("serious") maps ever created for Duke.

Anyway, played Red 2 remake, which was basically a general design overhaul of the original map that didn't change much from the gameplay/combat perspective. The design is a lot richer in details, but I think it wasn't a map started from scratch like Poisoned Lands, but a heavy modification of the original this time. The mine area is vastly expanded, although doesn't include much more enemies. The way of reaching one of the secret places in town has been completely changed and now I'd say is more creative and intuitive, so it's a good change. There's also one extra secret I think. The alien hive part above the grocery store was completely reworked for the better, also the blue keycard room that has the battlelord ambush looks more weary/destroyed. The buildings in general are more detailed and look more "modern". Overall, I'd say it's a better version, but one that does not really feel like a different map - so pretty much what Merlijn told me about it :P

This post has been edited by Aleks: 12 May 2023 - 11:44 AM

2

User is offline   Quacken 

#24

It's time for Weissensee!

Another Attack 2: Weissenssee

Weissensee begins right where Woudrichem War left off. The actual Weissensee is located in Austria and is over a 10 hour drive to get between it and Woudrichem in the Netherlands, but only a Dutchman would actually suspect the geographical inaccuracy. The first half is quite pleasant. This campground is finely furnished, complete with muddy grass, paved roads, a pizza palace, a friendly Overlord and cave tours. They're not free, but the Octabrains that come out of the cliff-face make it free. I like the visuals a lot in this map. Woudrichem definitely didn't need to be rendered in full detail, but I like that the clock tower is perfectly visible, and there's a lot of spots in the map where you can both get a good visual of your surroundings along with you being able to see the river and the neighbouring complexes. I also happen to like other details like the adorable train up in the mountaintops and the boats cruising the river. I think the pacing and progression in Weissensee is much better. It's decisively more linear, but it still feels like a big adventure due to the large and open setpieces, and there are plenty of shortcuts to take that loop back to previous areas.

Because the progression is mainly focused on linear set-pieces rather than open-ended combat, I also think the combat works better here. Maarten goes pretty light on Battlelords in this map, but the other monsters come in droves. There's plenty of Trooper clouds and a lot of Protector Drones. He sinks about 12 of them on you in the very last stretch of the map along with a single file line of Battlelords that all get stomped out by the Shrinker. I think I would have liked some more rockets in this map. For some reason I could hardly ever two tap Commanders with the RPG like I can usually do, which often left me strapped for them when I needed a good dose of power. Weissensee is a great improvement over its predecessor map, with better fights, pacing and music. I for one am looking forward to more installments in this series.

8.5/10.
3

User is offline   NNC 

#25

Red 3 is a revolutionary map. It basically invented a brand new playstyle format that was Doom 3 before Doom 3 actually happened. Lots of similar maps followed, but Red 3 is THE only one.

A little fun fact: Red 5 was the nickname of Nigel Mansell's FW14B world championship car in 1992.
2

User is offline   NNC 

#26

Btw. both Red 2 and Red 3 culminated in a hysterical fight with 2 fat commanders and a shitload of enforcers. I thought that part in both maps were really memorable.
2

User is offline   ck3D 

#27

View PostThe Watchtower, on 13 May 2023 - 05:40 AM, said:

It basically invented a brand new playstyle format that was Doom 3 before Doom 3 actually happened.


There's so much I want to comment on in this thread right now and can't find the time, but I'm making an exception now because that is word for word how I just described that map to a Duke streamer (who wasn't aware of it) just two days ago or so, absolutely verbatim. Probably the best way to encapsulate what the impact of that map was, in order to describe it to those who aren't familiar and, at the same time, it sounds so improbable I'm not sure anyone who factually happened to miss the timely context of that release can even get or believe that. What's wild is, that means Red 3 literally is an incredible level.
2

User is offline   quakis 

#28

Funny that, I think both Merlijn and Maarten also eventually recreated a section from Doom 3, or atleast heavily inspired by areas from it, for one of the community projects (JFCBP1?) so it kinda comes back full circle.
1

User is offline   Sanek 

#29

View Postquakis, on 13 May 2023 - 09:47 AM, said:

Funny that, I think both Merlijn and Maarten also eventually recreated a section from Doom 3, or atleast heavily inspired by areas from it, for one of the community projects (JFCBP1?) so it kinda comes back full circle.



Yes, they did actually recreated the area from Doom 3 in JFCBP1 - it's the beginning of Administration level, as seen in this video (at about 00:43 mark).


View PostAleks, on 12 May 2023 - 11:42 AM, said:

Fun fact: Back when it was released, Mikko apparently thought Merlijn and Maarten are the same person!


That's a common thing, back then I actually thought that Maarten and Maarten Pinxten are the same person! Why people have the same names anyway? So confusing.


View PostAleks, on 12 May 2023 - 11:42 AM, said:

Red 1: Poisoned Lands, which also used a lot of sounds to build up the tension/atmosphere and keep the players at their toes.


I don't know if you'll believe me but initially Merlijn wanted to go even more extreme - he wanted to use some new custom CONs in order to start the map with a cutscene (!) that shows how aliens surround the building or smthn. Perhaps I'm wrong but I definitely remember Merlijn said that he wanted some extented prologue and I told him that nah, its good as it is.

This post has been edited by Sanek: 13 May 2023 - 04:50 PM

1

User is offline   Quacken 

#30

Finished Spacetronic! Here's the review.

Spacetronic

Spacetronic is a collectathon that can feel very overwhelming if you aren't intricately familiar with it. Spacetronic's visuals are impressive and well calibrated, but they're not as mysterious or thought-provoking as The Unknown Planet. I feel like there's really only so much you can do with a space base. This map is a lot of grays, straight edges, sky floors and more. The outdoor sections are at least quite detailed and visually interesting. In my first attempt I always confused the walkways in the background at the reactor you blow up as places you actually needed to go to, and I also like the opening sequence where you're beamed into action. The other section I like is the central area with the crystals. Flipping the crystals from their original colours to bright green is a fun gimmick, and the green and blues are a good break. The combat relies a lot on teleport traps this time around, but it often felt like I was Shotgunning a lot of things because the Devastator feels really wasteful to me. There's some highlights though. I like the connectors section a lot. You may have to chew through a bum of teleported Enforcers after opening up the reactor, but the fight when coming back to get the Yellow Key puts a zip in your step. I also like the initial fight when you get dropped into the central area. If you forget the Night Vision Goggles exist, then it's a tough job having to clear the Octabrains, Troopers and Commanders.

The gimmick of collecting the ship parts to begin the escape sequence, while being a fun idea as an alternative to collecting about 8 different keys, is fairly flawed in practice. There isn't a pickup message for them due to the nature of their existence, and the security camera near where you're meant to drop everything off doesn't update in any way when you've got an item. The oil drum and the wheel are both located together, but the oil drum is behind a forcefield that only opens when you open up the forcefield back to the main hub, so it's very easy to miss it. One of the connectors is just randomly stuffed in a bathroom near where the other one is neatly stored in a cubby. Hardly professional for a space station. You might barge in that bathroom so fast you don't even recognise that you picked something up, causing you to wonder how to complete the ship. Finally, the pipe section has its titular item obscured in darkness, and Maarten distracts you with a tricky encounter featuring many more aerial foes that will cause you to drop down. In my first playthrough I spent about 40 minutes looking for the connector in the bathroom I didn't know I had, and the oil drum that I definitely missed. Spacetronic has some fun gimmicks and some impressive technology, but its visuals give me a severe case of space station fatigue, and it's just a bit too long for my taste.

5/10.
1

Share this topic:


  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options