Thanks for understanding, Quacken. But if you already played through Shaky Grounds and started reviewing them, nothing stops you to post the reviews here in this topic, assuming you will participate again and re-review the maps in the future. Just like Aleks said, you are free to post the reviews now to not forget about them later on. Although, I would have preferred if you played/reviewed Clear the Coast first and save the Shaky Grounds maps 4 & 5 reviewed for the end of the month. It looks like you already finished Shaky Grounds. I was writing this message in a text file since last week and just today I'm getting around to post it. I'm so slow sometimes!
About the Build Engine Games nominated, for the most part you guessed what's going to get nominated soon. Though if RR:RA gets chosen, I would choose it separately, as some of its maps are pretty lengthy from what I remember and there's 14 maps in total (21 if you count the 7 separate DM maps). R66 also has 14 maps but two of them are nothing more than very short intro maps in both episodes, so it's 12 "proper" maps.
Therefore, I'd keep the RR games separate, as initially I would have had the main game paired with the sequel before I realized there were too many maps for one month. If R66 were to get nominated, I'd rather pair it with Blood's Cryptic Passage expansion, seeing as both are made by Sunstorm Interactive. I had plans to nominate the original Blood as well later this year but I feel like it is best saved for next April, which is the Build Engine Month, seeing as the full versions of Duke3D, Redneck and Blood were all released in April.
Besides, the main game doesn't necessary have to be the first chosen. When we played through Shadow Warrior first time last year, the Twin Dragon expansion was chosen, so there should be no problem in having Cryptic Passage the first Blood content played for the Map/Mod club much later this year.
If you are ever going to play through NAM one day, then keep in mind it is very difficult. Using a source port should make it easier to play but the problem is just like most Build games, difficulty settings won't help much. I don't even know if the NAM maps have difficulty settings implemented at all. In best case scenario, maps have difficulty settings implemented, so playing on easier skills results in a couple enemies that will be removed at map start but the damage the player receives is exactly the same. I feel like most Build games suffer from lacking damage reduction taken on the easiest skill that other 90s FPS games are famous for (DOOM especially). Nothing is more frustrating than getting killed quickly on the easiest skill setting. Then again even the original Blood (DOS version) suffers from a nasty bug where loading a save will screw up the player damage values, so easiest skill becomes the hardest. Though apparently this only applies in most skill levels, the default/normal difficulty is unaffected.
And yeah, I agree that Red 5 concludes the Red series just fine. I just think an official episode release should still happen someday, even if Red3-5 will only receive minor changes, I'm fine with all that.
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fyi, the 2001-current dukeworld folders: 'unsorted/other/duke nukem 3d' (and maybe a few other things) are from me. I shared my stash several years ago with Tx. He was supposed to give it to somebody to sift through and sort out. They did toss out a lot of trash, but they kinda left everything in the state I gave it to them.
I didn't know those were your files. I thought all the findings and uploads are by TerminX himself. I wasn't in the community back in 2009 or so when this happened. I guess I learned three new things in this month: the new Red 2 is a remaster and not a remake, what causes the Pool Table Glitch in DOS Duke3D v1.5 and now this.
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Well Fistmarine, I can only say mad respect for getting 100% on the red1 remake! I wouldn't recommend it to anyone except diehard completionists, but you managed to pull it off! Really it's supposed to be an escape scenario, but I understand now that this doesn't sit well everyone. I'm glad you still enjoyed the rest of the map despite the beginning!
Thanks man! I really appreciate the comment! At first, I wasn't even sure if it was possible to do but after restarting the map two times (still on CGS obviously) and trying to save scum the starting area to get as many drops as I could, then I managed to do it. Remember that I will always manage to find a way to 100% a level in most cases, with some exceptions if a map contains unreachable enemies/secrets, a boss that you must avoid or enemies that unfortunately get stuck inside walls or whatever happens in some maps where achieving 100% is physically impossible. There are also cases where at least one or more enemies can get stuck somewhere but still manage 100% kills due to killing eggs (both hatched and unhatched ones), sharks, squishing corpses with a door, etc as they inflate the kill count in your favor. But in the latter case, you will never tell if you truly achieved 100% for real.
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Next challenge: get 100% kills in Anarchy City X
Funny because I was thinking at this map a while ago and after reading the recent comments, I remember playing through this map once or twice a decade ago and I couldn't finish the intended way without the keys cheat (I think I was missing one or two locations to get the keys in the pile of dollars), so I hide into a corner (no God Mode required) and after a couple minutes, one of the Cycloids blew themselves up to finish the map earlier than intended. Back then I also wasn't a completionist, so just finishing the map was enough for me. If I were to revisit the map nowadays (maybe when ck3D's maps get nominated?), I would gladly take the challenge of kicking Mini Battlelords to death around the corners, to get all the possible kills. I know I've managed to do this a few times before in a couple user maps and it's very difficult to pull it off but also satisfying if done well. I only wish that Duke's Mighty Foot was stronger (like 15-20 dmg instead of 10), it doesn't feel as satisfying as it should be. HeXeN and Shadow Warrior have strong melee weapons for example.
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Imperium is an amazing episode, if it weren't for DukePlus falling out of flavor altogether I'm positive it would still be a popular hit and rightfully so. Nothing but fantastic memories about every single map in that one at the time, would love to revisit it.
I'd love to revisit Imperium for the Map/Mod club one day. I think DukePlus is still fondly remembered by some people in the community (myself included) and it should be nominated/chosen one day, as there's a couple excellent maps included. I don't know how many people are interested, though. And I know that there's a few episodes that use DukePlus as base. Imperium is one of them. Duke Nukem Eternity is another one that may be worth checking out/choosing for a month. I think I could pair DNE with Imperium for one month, to meet the number of maps requirement for a single month.
Anyway, just played through
The Unknown Planet and
Shaky Grounds 1: Apocollapse. Using EDuke32 r5974 (latest 2016 build). I have played through the former many years ago but never the latter, despite seeing videos on YouTube before. Hopefully this will wrap the topic for now, at least.
The Unknown Planet
A much better version of Alien Planet X64-2. TUP is superior to X64-2 in pretty much every way, as Quacken said earlier. It contains plenty of ammo, health and armor that you will never be in danger of dying, making Duke feel like a true badass instead of a wimp. Yes, I mentioned there's now armor pickups and there are even EIGHT secrets to find! There are still no inventory items to be found but they aren't necessary to progress. Also the new midi included is nice as well.
With that said, the map remains slightly challenging, as there's plenty of surprise ambushes but even if you get surprised, you shouldn't lose much health. In fact, it is possible to easily finish this map with 200 health and still have a few Atomic Healths lying around. And I forgot to mention earlier but I find it a positive aspect that the only health pickups being Atomic Healths, as your health can go up to 200. The problem with X64-2 was that there weren't as many atomic healths, no armor and certain ambushes were annoying that caused you to lose health quickly. TUP makes sure to properly give you the tools you will need that no encounter becomes a survival struggle. And while some people may not find the map exciting if it's not challenging, there's still a couple challenging sections. I obviously prefer to have lots of resources and blast the aliens away versus being stuck in difficult situations with almost no health and limited ammo remaining. Therefore, the comparison between TUP and X64-2 can be seen right here in this statement.
The only nitpicks I have about this map is that the progression may feel a bit confusing early on, mostly because of figuring out how to get away from first room and I also unintentionally managed to sequence break and reach the ending before I found the three switches to disable the big forcefield leading towards the last few rooms. I unintentionally discovered a trick around the water fountain when I jumped to reach a Devastator secret and that said vent led to the last couple of areas, skipping parts of map. But luckily, I was able to backtrack and finish the map properly. It took me a while to find I missed a trigger early on (located near an Atomic Health I didn't need at the time) that led to a Blue Card which is needed (alongside a Yellow Card) to disable a forcefield later in the map.
As mentioned above, there are plenty secrets to find and unfortunately I'm not in the mood to give a guide for this map, as I have a hard time describing their exact locations. I'm only going to talk about the two important ones that you MUST get:
The first secret is found right at beginning and is tricky to get. Normally, you activate those switches (correct solution is 1-2-4) which will raise the pillar containing the RPG. This will eventually lead to the Yellow Card that allows you to get out of the first room, so you need to time it correctly to make the jump while the platform is raising. The problem here is that if you fall down and attempt to get the secret while the door is temporary opened (or fall down before raising the pillar), you get stuck with no way out, despite there being two switches (one outside the secret door and one inside the secret place) that didn't seem to help much. I found that making the pillar stop at a certain height will allow you to get out but it was painful to get the exact position (you need to take into account that Duke has to both reach the pillar AND the ledge with his jump height) and took me a couple tries to do it perfectly, as otherwise there is no way out, so be sure to SAVE in advance if you don't mind replaying the first 1-2 minutes! If done successfully, the secret will provide you with Armor, Atomic Health and RPG Ammo. This means this secret is very rewarding early on and is highly recommended to get. If anyone knows more about this whole setup at beginning, please let me know because I have a feeling I may have missed something.
The second secret is ONLY REACHABLE FOR A SHORT PERIOD OF TIME! In the water area, after using the Red Card to unlock the elevator, there should be three switches (1-2 is the solution) that will raise the water level. Unfortunately, this will block the entrance to the secret. The secret can be reached while platforming in the caves. At one point, look for a fake wall to jump through. You will land into a room containing Shrinker (weapon and crystal), 2x Expander Ammo and 4x Trip Mines (weapon).
I did my best to explain the first two secrets, as they are problematic, while the other ones are scattered around the map in certain locations that are very difficult to describe, so my advice is try your best to get the first two secrets when they are available and the other ones can be found by just exploring every corner in the map. You will find plenty of supplies but the map should be possible to complete even without finding the secrets.
Overall, this is an excellent alien themed level. Basically, to me, it's X64-2 done right. Bonus points for including backtracking but also one point taken away for having those two secrets that are very annoying to get, one of which can become permanently inaccessible if you don't get it before the water level is raised. No, you can't swim in this water if you are wondering, so this secret falls into the "one time only" rule to me.
Hope to see a sequel to this map one day and maybe a remastered X64-2 if there are plans to make an episode out of this or a mappack containing Maarten's earlier maps compiled into one or two episodes or whatever.


Shaky Grounds 1: Apocollapse
Wow! This map just blew me away! It is a masterpiece in every sense of word. One of the best Duke3D maps ever! I won't spoil this map too much, as it must be seen to be believed! I will only hint at the important parts:
Beginning. You need to rush to the basement while the building is falling apart. If done successfully, Duke will become unconscious for a minute, then when Duke wakes up, the aliens show up. You know what to do next.
Disabling the forcefields. You have to do a bit of platforming to reach the other side, where you will see a Portable Medkit, hinting at having to reach this place somehow. You need to jump on the rock that holds a small medkit and then you will eventually reach the other side. The switch will disable the forcefields around the map, as well as spawn two Mini Battlelords and two Sentry Drones. I recommend saving just in case, especially with the pits you can fall if you aren't careful.
There is a point of no return later in the map, at least that's the impression I got when you are supposed to jump into the pool. I don't know if there is a way back to the previous parts of the map but you should already have the five secrets collected and kill all the enemies before doing that.
There are FIVE secrets to find:
1) At the beginning, after clearing the basement and before going to swim, check a different looking vent. Go through and you will reach a room containing Pistol ammo, Freezer ammo and a box of Pipebombs.
2) Near the mall's further entrance, carefully walk on the ledge to find and grab an atomic health. You can also collect some RPG ammo on a nearby slope.
3) Inside the mall (from the entrance mentioned above), where you see the building requiring Yellow Card, go to the right side and enter the shop that has the sign
FEDERAL LOAN AND TRUST. Find a small switch behind the desk. It will open a nearby panel for a short while. Quickly run through to reach a small room containing Atomic Health.
4) Between the two entrances to the mall, there is a nearby house with some goodies on the top. Find a way to reach the top of the house to collect Freezer Ammo, Expander Ammo and a box of Pipebombs.
5) Near the mall's closer entrance (where you can view the City Map), look for three palm trees to jump on (hopefully they aren't blown up). Then jump on the ledge and find two windows to jump through. You will get to a small apartment containing a Shrinker, as well as ammo for both Shrinker and Expander.
Unofficial: There's a few unofficial secrets. One is located near the City Map. Go to the ledge carefully and you will find Armor and 2x Trip Mines (weapon).
Hint: Health, Armor and Ammo are all plentiful throughout the map (all weapons available, Devastator is only given towards the end), so you shouldn't have much of a problem when dealing with the enemies in the map. If you find yourself low on health, remember that there's a couple water fountains in front of one of the entrances of the mall. Hold the USE button while walking/running through the fountains to refill the health faster!
Overall, I highly recommend playing Shaky Grounds (episode) right now! I'm only playing the maps separately (the first three ones) because I never played them before and there will be enough time later on to check the entire series when I feel like replaying Shaky Grounds. For now, I'm barely managing to catch up the maps for this month.




Anyway, it looks like The Gate is winning the next month's choice. Hopefully I can play through a couple more maps before wrapping up this month's stuff. I'm looking forward to playing Shaky Grounds Part 2 and Spacetronic. Though don't expect the next review to be posted until later this week, which will be after the June 2023 topic is up. Once again sorry for taking forever to reply and post about the maps, this is precisely why I didn't want to include the full Shaky Grounds episode. I knew in advance I wouldn't finish it in time, though I also didn't even play the Another Attack series. One day I will play these maps, I promise.
Have a nice day!