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Duke Map/Mod of the Month Club - October 2023  "Time for ck3D's wonderful maps!"

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 Aymeric Nocus (aka MRCK aka ck3D) have been chosen!

For those of you who have never heard of ck3D, he has been a very active Duke3D mapper since the early 2000s and has created plenty of interesting stuff over the years, including a couple big releases this year (Blast Radius and Zero Zone), as well as participating in a few community projects in past decade (Metropolitan Mayhem and Duke Hard).

This month focuses only on the maps created by MRCK/CK3D, which are 28 in total (31 if counting the three collaborations as well). The maps are listed below in chronological order and seven per each category. They can be downloaded from the following links:

Maps compatible with Duke3D v1.3D

Notre-Dame des Aydes 2.0
Clerey 2.0
Tours - Rives du Cher
Dark Side of the Moon
Mega-CGR 2.0
Downtown Ride
Anarchy City

Maps compatible with Duke3D v1.5

Overtime
Anarchy City 2: Neighbourhood Nightmare
Anarchy City 3: Zero Tolerance
Anarchy City 1: Atomic Version
Rural Nightmare
Filler
Happy Hangover

Maps compatible with source ports (part one)

Duke Nukem Forever: Bottles to the Ground
Meatball Sub Makin'
Anorak City
Wide Awake
Bummed Out! Anarchy City X
Hibernal Solstice
Siebenpolis

Maps compatible with source ports (part two)

The End of the World Part 1
Poison Heart
Salvage Title
Turnpike
Red Light Rumble
Koodbool
Tit-E-Bar

Collaborations with other mappers

The Spiegul Contest
Roch Island
The AMC Pleaser

Notes:
1) All older maps up until Filler (2005) will work in DOS versions of Duke3D, with the earliest maps working even in version 1.3D. More on that below.
2) The first seven maps (up until the first Anarchy City release) work perfectly fine in Duke3D v1.3D but starting with Overtime, they require Duke3D Atomic v1.5.
3) If playing those maps in Duke3D v1.3D, be warned there are some paletted enemies, which means they have twice as much health. This isn't an issue if the maps are played in Atomic/source ports.
4) Overtime uses 1.3D assets but the map cannot be played in Duke3D v1.3D because the player dies as soon as the map loads and lots of weird glitches occur during that time, meaning you need the Atomic Edition to play it. It is a similar case to the Operation: Get Bike Back map that was also made with 1.3D assets but only works on Atomic. This is due to Duke3D v1.3D's limited memory.
5) Starting with Happy Hangover (2008), all the maps released require the Atomic Edition and a source port to play.
6) Some maps have different versions available. A couple examples:
-Anarchy City has two releases (both included in the post), the original one is for 1.3D, while the one labeled Atomic Version is for 1.4/1.5. If you play in a source port, just use the Atomic Version zip file.
-Clerey has two different zip archives on Dukeworld, with clerey.zip having the same contents as clerey20.zip but with the addition of a tiny gameplay screenshot from 2004 taken in JFDuke3D. There are no differences to the map files included in the zip file.
-NDA, Clerey and Mega-CGR were re-released, as you can tell from the version number included in the map title. However, the older versions are no longer available to download, while clerey.zip is actually just a re-release of Clerey 2.0 with a screenshot added as bonus, as mentioned above.
-The AMC Pleaser was previously released with a different name. I heard there was a controversy behind that name change, although I don't remember what exactly happened, as I haven't been in the Duke community in the 2000s, so I rather let others (ck3D especially) to clarify this.
7) The download link for Anorak City at MSDN worked after putting lower cased letters (anorakcity.zip instead of ANORAKCITY.zip), otherwise if you try downloading directly from MSDN, it tells you the document was not found. This is also an issue with a few other maps reviewed on the website, though I should contact Mikko personally about this.
8) The following maps are included in the EDuke32 Addon Compilation with further bug-fixes and changes: Overtime, Spiegul Contest and The AMC Pleaser.

Have fun!

This post has been edited by FistMarine: 02 October 2023 - 03:28 AM

5

User is offline   Forge 

  • Speaker of the Outhouse

#2

View PostFistMarine, on 02 October 2023 - 03:24 AM, said:

-The AMC Pleaser was previously released with a different name. I heard there was a controversy behind that name change, although I don't remember what exactly happened, as I haven't been in the Duke community in the 2000s, so I rather let others (ck3D especially) to clarify this.

lmao
Yeah, ck3d. Clarify this.
3

User is offline   Radar 

  • King of SOVL

#3

I'll start off this thread with a few playthroughs.




4

User is offline   Mark 

#4

Those 2 maps are from CK's "pre-neon" phase. :P

That red burning building reminds me of the burning building in his Dubai map for AWOL. Both maps look like fun.

This post has been edited by Mark: 02 October 2023 - 02:22 PM

3

User is offline   ck3D 

#5

Many thanks for doing this, really curious about people playing a lot of those older maps in the modern age, I'm sure most of them have aged like milk but hope everyone can find something they genuinely enjoy.

I still think (but may be wrong) it would be more decent if I abstained from interfering with the thread before the end of the month at least, but there are a few things I'm willing to correct or comment on:

- Clérey is older than NDA, perhaps I got the dates wrong in the authoring templates (?) but I clearly remember the order, this version of Clerey was my first attempt as a 'clean', presentable level that would be a bit more qualitative than basic shovelware level maps. And then after Clerey was finished I tackled NDA (which IIRC took two weeks). Both indeed are remakes of way more crude versions I had already built before but were some of my very first ventures into the editor as a kid and so really putrid (horrible textures, blocky doors) but the general layout was the same albeit with some changes, since I'd rebuild everything from scratch. First version of NDA had quite a lot of extra rooms in fact since detailing most anywhere was absent; I still have that map in fact and just replayed it two nights ago upon finding it again, took nine minutes, maybe for comparison sake I will post it. 2.0 is just cleaner and more streamlined.

- re: compatibility, I think a lot of the maps listed as 'source port compatible' actually are compatible with DOS Duke since they fall under the old limits and I only ever use vanilla effects, unless that is a .map format incompatibility issue due to being made in Mapster32.

- the stronger enemies with palettes in the oldest maps actually were intended and so technically it's the removal of that behavior with 1.4+ that 'breaks' them, but in reality I don't mind and the levels probably are more managable that way (I used to enjoy extremely stingy situations with ammo/health, sometimes the only way to successfully start a level like Clérey or NDA is to make every bullet count). Speaking of unfair gameplay, the earliest levels can get pretty mean re: progression, for instance in Clérey there is an almost invisible crack in the bathtub that is mandatory to find; I quickly stopped doing that, but yeah that's still in.

- some levels like Bummed Out! Anarchy City X have received updates that I'm not sure are available but from the corresponding release threads depending on which version the individual reviewer has chosen to host on their website, but greatly improve visibility and progression. At least in the case of BOACX I'd recommend playing the latest version, just in case it's not in the .zip one probably can still fetch it from here: https://forums.duke4...page__p__167191

What is it that was changed in those three maps in the add-on compilation, does anyone know, this is my first time hearing about this. I would appreciate if people read the readme's in general and realized most maps are free to circulate as long as unmodified and that if an edit is in question then they should get in touch with the author prior to actually doing anything themselves. I'm speaking out of principle since I have no doubt the edits were benevolent, and it's possible someone actually might have consulted me eons ago about that and I just forgot (sorry for rambling if that is the case); just for mere efficiency purposes, working with the author directly, they're guaranted appropriate results instead of risking breaking something or contradicting intent.

The AMC Pleaser name change was because the heron came in to make a mess of my pots and pans.

Everyone have a good month and I'll see you on the other side of it, enjoy.

@Radar special thanks for those uploads, those two maps in particular I'm always curious to see played, very thorough gameplay and approach as usual.

This post has been edited by ck3D: 04 October 2023 - 08:26 AM

4

User is offline   Radar 

  • King of SOVL

#6

Hibernal Solstice up:


2

User is offline   Phredreeke 

#7

View Postck3D, on 04 October 2023 - 06:43 AM, said:

What is it that was changed in those three maps in the add-on compilation, does anyone know, this is my first time hearing about this. I would appreciate if people read the readme's in general and realized most maps are free to circulate as long as unmodified and that if an edit is in question then they should get in touch with the author prior to actually doing anything themselves. I'm speaking out of principle since I have no doubt the edits were benevolent, and it's possible someone actually might have consulted me eons ago about that and I just forgot (sorry for rambling if that is the case); just for mere efficiency purposes, working with the author directly, they're guaranted appropriate results instead of risking breaking something or contradicting intent.

The AMC Pleaser name change was because the heron came in to make a mess of my pots and pans.


Quote

AMCPLSER: nukebutton #246 fix (lotag 65535)


Overtime was not altered
2

User is offline   NightFright 

  • The Truth is in here

#8

That edit of the map was necessary back then to make the map continue to the next one as it was part of an episode. I have moved away from this concept and now present each map individually through the user maps menu. If MRCK wishes it, I can undo this change, even though it's not even visual. I can also remove the entries in question from the compilation entirely if it's in the author's interest.

This post has been edited by NightFright: 05 October 2023 - 10:10 PM

2

User is offline   ck3D 

#9

Thanks for letting me know; such an edit is fine (although I do agree the newer format probably works better), I was especially curious because both 'bug fixes' and Overtime had been mentioned and I know one of the puzzles in that map can simply be bypassed in EDuke since the collision changes which I'm actually fine with, so I was thinking perhaps somebody had been trying to touch that or similar, but now am reassured that wasn't the case and it really was something practical. The other maps being mentioned had also caught my attention since I couldn't remember anything especially buggy about them that woukd warrant a 'fix' per se.

This post has been edited by ck3D: 06 October 2023 - 01:39 AM

1

User is offline   Phredreeke 

#10

The confusion may come from the addon compilation adding much more thorough changes to other addons. For example the Steve Long episodes

Quote

- LONG101 "Plant Alpha 1": Sprite realignments for #202-204 (numbers 1-3), #553 (security monitor)
and #367 (blue key); fixed water before exit (lotag 1 for sector 241 +
realignment of sprite #433 [SE7])
- LONG102 "Roller": Floor clipping for 3 restroom doors (surface tram) fixed; sprite realignments
for #998-1004, #1010-1013 ("Records" and "Pool" sign letters)
- LONG103 "City": Heavy map corruptions fixed (solving Polymer rendering glitch near YMCA building);
useless sprite #6 (respawn marker) removed; sprites #240-242 panned (prevents
reaching sector B-21 far too early by clipping into the area); realignment of
switch sprite #1195; sprite #1146 (floating graffiti near conveyor belt)
wall-aligned; fixed floor clipping for secret crate door
- LONG104 "Launch": Floor clipping fixes for several doors (check-in and restrooms)
- LONG105 "Delta 7": Floor clipping of big hangar door (near entrance) fixed
- LONG107 "Lunar Base Echo": Floor clipping of secret monitor door fixed
- LONG201 "Mansion": Floor clipping fixed for two mansion swing doors near start; wall alignment
fix for sprite #610 (entrance skull switch)
- LONG202 "Temple 1": Removed unwanted water effect for sectors 129+133; added missing SE7 for
sector 126; realigned sprite #178 (rotating hologram); sprite #331
(underwater grate) panned to fit opening
- LONG203 "Temple 2": Realignment of sprites #1112-1114 (numbers 1-3)
- LONG204 "Boot 1": Fix for sprite #32 (recon car) not moving (changed pal22 to pal0); removed
floor clipping of left entrance door next to red key access panel
- LONG205 "Boot 2": 1) Showstopper bug fixed by changing hitag of sprite #1593 (touchplate)
from 0 to 1, making it one-time activated only. This eliminates the
problem that the door of the "Nukem Field" building might not stay open
after leaving the swimming pool area (due to unintended multiple touchplate
triggerings).
2) Sprites #1583 (red key) and #1781 (shotgun ammo) were repositioned so
that you are unable to grab them outside of the hospital "RX" room (which
would allow you to skip some gameplay).
3) Changed sprite #132 from tile 164 (DIPSWITCH2) to 140 (FRANKENSTINESWITCH).
This way, you are no longer able to end the level very early by flying to
the "Nukem Fields" building and shooting the exit switch from outside.
4) Other fixes: Floor clipping of hospital swing doors eliminated; realignments
of sprites #168 (grate) and #667 ("G" from "Emergency")
- LONG206 "Boot City": Sprite #626 (blue keycard) removed (since there is no blue access panel);
wall #2394 ("Balls of Steel" machine) made two-sided, preventing a bug
allowing you to clip through the wall behind, potentially getting crushed
- LONG207 "Church": Wall #3314 (light) realigned/panned
- LONG208 "Sub": Sprite #842 (underwater valve) realigned; size of health crates near sub reduced
(to avoid them clipping into each other when opening secret crate door);
underwater floor below sub properly aligned
- LONG210 "Spa": Needless sectors 66-73 (columns) deleted; sprite #260 (underwater grate)
panned to fit opening; underwater walls of giant fan made blocking (walls 3276,
3280, 3504-3509, 3511-3529)
- LONG211 "Rounder": Walls #3305 and #3321 (lights) panned to match each other
- LONG301 "Portal": Wall alignment fixes for sprites #279 (3DR logo), #245/252 (handprint switches);
floor clipping fix for sector 417 (swing door in "Chief" room)
- LONG302 "Tiberius": Wall alignment fix for sprite #18 (handprint switch)
- LONG303 "Slider": Wall alignment fixes for sprites #311/321/380/640/917 (skull face switches);
floor alignment fix for sprites #76/89 (FEM6 babes)
- LONG304 "Slider 2": Polymer rendering issue in "Wolf Beer" factory solved (sectors 958/959);
floor clipping fixes for sectors 536, 544 (swing doors)
- LONG306 "Slider 4": Walls of sector 372 made blockable to avoid getting stuck when climbing up
the left side of the rocks in front of the castle entrance
- LONG307 "Slider 5": Wall alignment fix for sprites #37/65/73/183/270/302/352 (valves)
- LONG308 "Slider 6": Polymer rendering issue with two overlapping red wall sectors 67, 431 fixed
(car engine lid, rocks)
- LONG310 "Slider 8": Wall alignment fix for sprite #287 ("Danger" sign)
- LONG311 "Slider 9": Wall alignment fix for sprite #517 (access switch), floor clipping fixes for
sectors 68, 635 (swing doors)
- LONG312 "Slider 10": Floor clipping fixes for sectors 533, 671, 672, 835 (swing doors)
- LONG314 "Final Battle": Floor clipping fixes for sectors 382, 383 (final boss gate swing door)

2

User is offline   gibfrag 

  • Honored Donor

#11



For now I’ll just share the CGR map I recorded 2 years ago. This is a pretty tough level with a fast food restaurant and movie theater area.

This post has been edited by DNSKILL5: 06 October 2023 - 11:36 AM

3

#12

Clerey 2.0
This map’s visuals are very blocky. The buildings and vehicles in the map are damn chunky, with the only interesting detail in them being a house that has a paused video game made out of existing Duke 3D sprites. Ck3d did try to make some brush-based vehicles, but they look pretty primitive. One of them is a speedboat that drives around in a circle, and another is a “truck” that, for some reason, starts shooting rockets at you from its top once you get the last keycard. I tried to ride the speedboat, but it always gibs you when you try to board it. I wanted to zoom around on the speedboat. ☹

Gameplay is when things start to get really troublesome. You know you’re in for a ride when the map pulls a Hunt Down the Freeman and makes vital equipment, in this case two Pistols, be behind the player as soon as you spawn in. This is the least of your worries, though, as the start is rough as fuck. A Shotgun is essential for completion, but the game makes you go on an easter egg hunt to find it. The closest one is hidden behind a curtain and is marked as a secret, while the other is deep in enemy territory and is in tight pool with an Octabrain chilling in it. In a first run, neither are easy to get. If you don’t find a Shotgun in time, you’ll be out of Pistol ammo and be helpless against enemies, forcing a restart.

Things get a little better once you find a Shotgun. Most of the map consists of clearing out very tight homes, and later on, a sewer with a Shotgun or Ripper, which gets repetitive after a while. Specifically, you’ll be spending most of your time running into an enemy’s line of sight, quickly shooing him with the Shotgun, then retreating to cover before he can tear into you. You can see how that gets boring quick. There’s a mini-Battlelord in a large pool area where supplies are scattered around the rim of the pool instead of being easy to find. I lucked out and found an RPG while trying to find a good angle to Shotgun snipe the mini-Battlelord from. Would’ve been nice to have the RPG in a more obvious spot.

Map flow has problems. Besides the Shotgun problem mentioned earlier, a critical path is hidden behind a destructible wall in a bathtub (what) that is marked with a tiny, tiny crack. In fact, I missed this until ck3d pointed it out in a post!

There are two secrets, both of which I found. One is the Shotgun and ammo I mentioned earlier, while the other is an Atomic Health in a very obvious spot in the pool area. Why bother marking the latter as a secret?

This map is very primitive and has irritating gameplay. I would not recommend it unless you want to see how ck3D got his start.

Notre-Dame des Aydes 2.0
This map’s visuals are very chunky. You’ll spend most of the map in blocky offices and apartments. Ck3D does try to mix things up with a park-like area that has some sort of mix of basketball and tennis courts, but it’s very underdetailed. Also, the shareware sell screens and “how to order” screen are used as decorations, including as images on a corkboard, for some reason.

The gameplay is a mess. The game starts out with yet another instance of two Pistols behind the player’s spawn point, which isn’t nearly enough ammo to deal with the amount of red Liztroops and Pigcops at the start of the map. From there, the map turns into a repetitive jaunt of dipping in and out of very tight rooms to hit enemies while avoiding their fire as you frantically try to find a Shotgun before your Pistol ammo runs out. There is little health too, so you better hope you’re lucky and skilled enough to dip in and out of rooms before an enemy hits you. It’s more of the worst gameplay in Clery 2.0. Once you’re done dipping out of offices, ck3d decides to flip you the bird and throws you into an enemy-filled courtyard while your health and ammo are likely low. Cheesing Duke 3D’s AI is important for success here. Clearing out the courtyard leads to an optional and weird section where you waste a Pipebomb just to reach a staircase that collapses when you get close to it and, you guessed it, clearing out more very tight rooms. At least the last cluster of them gives you a Shrinker. The last bit has you reach a street with Assault Commanders, and for some reason, the rocket-shooting truck from Clery returns. Dealing with that is much more annoying than fun.

Map flow suffers from a major claw where an essential button is hidden on the side of a desk in a very tight room. I missed this for a long time, which caused me to spend around 10 minutes wandering around like a moron, looking for SOMETHING I could use a red keycard on. Wonderful.

I found two out of five secrets, but honestly, I was so busy trying to survive that I don’t remember what they are.

This is another stinker from ck3d because of its bad gameplay and clunky architecture. Avoid.

Tours - Rives du Cher
This map is a remarkable step up from the visuals in previous maps. Ck3d has greatly improved his detailing skills with things like a children’s playground made out of existing sprites, a cool-looking, albeit 2D, Nintendo 64 controller on the ground, and good attempts at creating bedrooms with their own details instead of copy and pasting the same design over and over.

Gameplay wise, things appear to be better than previous maps at first glance, as ck3d has provided a Shotgun and plenty of ammo for it at the very start of the level! Then you go forward a little bit and see a mini-Battlelord in a park with some backup hiding here and there. Yes, that’s right, you have to face a mini-Batttlelord with just a Shotgun. And, you get to do it twice in the map, both times in the map’s first area! Cheesing the AI is critical for success here, as you’re very outgunned. I found that the first one to be harder than the second one since there isn’t any architecture you can easily get him stuck on. This shit is very annoying. At least the first area is flowing with Shotgun ammo.

With the mini-Battlelord “threat” down, you then can clear out the rest of the map, which is crawling with Pigcops and other critters, with a Shotgun and Ripper. I found myself using the Shotgun since there wasn't enough Ripper ammo to deal with everyone. It would’ve been nice if there were fewer and weaker enemies so I could conserve ammo by Pistol sniping, but ck3d seemed to love his Pigcops too much for that to happen. Also, the first area contains some Serious Sam-style traps where enemies spawn in behind you once you pick up items. This includes several Enforcers when you snag a Ripper and a box of ammo for it. Not the kind of weapon I’d want to deal with a gaggle of Enforcers, but moving back and popping them from a distance with the Shotgun works.

The second part of the map is a crawl through an apartment complex that looks much larger inside than it does outside. This means you’ll be fighting enemies in very close quarters, just like in the previous two maps. At least ck3d was nice enough to load you up on Pipebombs this time, so it’s more exciting than dipping in and out of enemy view while blasting them with the Shotgun. There’s also a “use a keycard to get a keycard” section at the end, but honestly, it’s forgettable.

Map flow has two problems. First, the entrance to the apartment section is a vent on the floor of a building. This wouldn’t be a problem if it wasn’t for the fact that the building is surrounded by vents you can destroy. I only found it because I got stuck and decided to smash up all the vents in the first area for the hell of it. Second, there’s a wall of alien goop that you need to destroy to reach the nuke button, but there’s no way to tell you can actually destroy it. I found out I could because I was goofing off with Pipebombs and thought I could blow up a nearby half-opened door or something behind it. I’m guessing the idea is that you’d “naturally” want to destroy the alien infestation in an Earth map, but this is something that never comes up in a 3DR map, so the player has no idea that you should do it without signposting that you can.

There’s one secret in the map, which is an RPG hidden in a room behind a destroyable door in the apartments. This was simple for me to find since I was chucking Pipebomb everywhere in the apartment. It would’ve been nice to have this RPG to deal with the mini-Battlelords.

This is another map from ck3d to avoid. There’s potential in the first section, but his egregious mini-Battlelord usage while not giving you nearly enough firepower to make it fun. The second part is only better than previous areas by virtue of him giving you plenty of Pipebombs to clear rooms out with, making it more exciting and engaging than similar room-clearing experiences in previous maps.
3

User is offline   Radar 

  • King of SOVL

#13

My playthrough of Bummed Out! Anarchy City X.


4

User is offline   Radar 

  • King of SOVL

#14

Wide Awake is up.


4

User is offline   FistMarine 

#15

Thanks everyone for the responses, I especially appreciate all the videos posted! I forgot to mention many maps come with various files included inside (art, con, dmo, mid, etc) (though the demo files are only relevant if playing in DOSBox) and the first half of the maps (up until Happy Hangover) don't even have difficulty settings implemented! I should have added these notes to the opening post. I will respond mainly to ck3D's comment, since he is the star of this month. ;)

Quote

Many thanks for doing this, really curious about people playing a lot of those older maps in the modern age, I'm sure most of them have aged like milk but hope everyone can find something they genuinely enjoy.

I still think (but may be wrong) it would be more decent if I abstained from interfering with the thread before the end of the month at least, but there are a few things I'm willing to correct or comment on:


No worries man, I'm very glad to have chosen your maps after all this time, especially in a month known for official Duke3D releases (Plutonium Pak and World Tour respectively). In fact, I think today marks the 7th anniversary of the World Tour release.

Anyway, I remember I played the first half of the maps (except Happy Hangover) just back in September 2020, many of them were being replayed after playing them for first time back in 2010 or so, so I felt quite nostalgic and just thinking about some of them right now hits me with a bit of nostalgia. I even remember recording a bunch of walkthrough videos in DOSBox back then but had a really slow playstyle due to getting used to the limited controls of DUKE3D.EXE on a shitty laptop and also focused a lot on backtracking, finding secrets and saving often, with a few maps (most notably CLEREY and NDA) kicking my ass due to running low on supplies at various points, so my gameplay was quite boring to watch, I admit. I no longer have the videos for those wondering, so don't ask for them. However, I still have the conversation with ck3D from back then, which is interesting to read ck3D's own comments about the maps.

Quote

Clérey is older than NDA


Ah, I see now. It looks like the second version of Clerey was released shortly (12 days) after the second version of NDA. I just compared the date of the files inside each zip file, which allowed me to sort all maps chronologically. A couple of them were released at short time for one another, with Anarchy City 1: Atomic Version being released after Anarchy City 3 and both Downtown Ride and Anarchy City 1 (original release) seemingly released on the same day, though I put Downtown Ride before Anarchy City 1 because of one hour difference. :P

I remember you sent me a lot of archived Duke stuff through WeTransfer back in 2020 and I am happy to announce I still have those files around on an external HDD. As you probably know already, last year I had the sad incident with my PC dying and the data thought to be lost forever but in August I was lucky enough to find a company (not located in my city) to help recover my data and they were able to do that, so I learned my lesson and backed-up my entire data (both old and new) on an external HDD.

Anyway, I will take a look into those Duke map files over the course of this month. I don't think I will be replaying those older maps because there isn't any reason (unless I want to beat them on DIG) and only play what I haven't (re)played previously, such as the 2010s maps. I'm especially looking forward to play the newer maps for the first time (the ones released after 2015).

I'm curious if you ever thought about remaking most of those older 2000s maps and bring them to modern standards? What do you think of that?

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re: compatibility, I think a lot of the maps listed as 'source port compatible' actually are compatible with DOS Duke since they fall under the old limits and I only ever use vanilla effects, unless that is a .map format incompatibility issue due to being made in Mapster32.


The problem here is that most, if not all of the 2008-present maps were tested only in EDuke32. Not that's a bad thing but I absolutely recommend to use EDuke32 in this case because the maps will work flawlessly (except in very rare situations where a certain EDuke32 build is required to play a certain map), not to mention the chances are the maps will not run/work properly in DOS and there isn't any reason to play them in DOSBox anyway. And I speak this as a purist myself, the older maps (up until Filler) are perfectly playable in Duke3D v1.3D and/or v1.5 in DOSBox for all the people who wish doing that but for the newer ones, starting with Happy Hangover (even its text file says that the map was made for JFDuke3D/EDuke32), everyone should just use a source port and everything will be fine.

I also wanted to mention something that ck3D has pointed out in the Salvage Title release topic: https://forums.duke4...-salvage-title/

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Salvage Title is an average-sized level that falls quite far below the modern Mapster32 limits, so it should be compatible with DOS Duke (unless there's something about map versions that eludes me, which is likely) and also I felt like sticking to 1.3D-only assets which I guess means it should be playable without Plutonium Pak/Atomic Edition.


The problem here is that the map was only tested under EDuke32. Just saying it should be compatible with DUKE3D.EXE v1.3D is not enough. It is important to properly test with the correct executable before mentioning that. Remember the following:
-DOS versions of Duke Nukem 3D (especially v1.3D) have significantly lower limits and are more crash-prone even compared to v1.4/v1.5, to say nothing when compared to the source ports's further increased limits. A map/mod that works in source ports may not work properly in DUKE3D.EXE and vice versa.
-Source ports use the Atomic v1.4/v1.5 behavior by default, even when you use the original v1.3D data (DUKE3D.GRP), which means you will still have EDuke32 behavior enabled by default (bug fixes, increased limits, unable to use unique 1.3D behaviors like kicking with both legs at once and so on), all while also having missing assets and running into other issues, crashes, etc.

The second point is especially important to remember, as there is literally no reason to use the original DUKE3D.GRP (v1.3D) data file in any duke3d source port ever made. All you need to use is the ATOMIC DUKE3D.GRP (v1.5) and then you can play pretty much every release out there. If you want to play an older map/mod made for Duke3D v1.3D, then please play it in DOSBox for the intended experience.

Therefore, you should use a source port with the Atomic Edition DUKE3D.GRP data file for every release out there. The same rules mentioned also apply to DOOM and many other early FPS games. You want to use the correct executable/source port/version to play a certain map/mod in order to ensure full compatibility or else you might run into issues that can ruin the experience of the map/mod in question.

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the stronger enemies with palettes in the oldest maps actually were intended and so technically it's the removal of that behavior with 1.4+ that 'breaks' them, but in reality I don't mind and the levels probably are more managable that way (I used to enjoy extremely stingy situations with ammo/health, sometimes the only way to successfully start a level like Clérey or NDA is to make every bullet count). Speaking of unfair gameplay, the earliest levels can get pretty mean re: progression, for instance in Clérey there is an almost invisible crack in the bathtub that is mandatory to find; I quickly stopped doing that, but yeah that's still in.


Oh yeah, I remember you told me this back then and I think that most people nowadays will miss the "intended" experience, since we are all spoiled with Atomic Edition and source ports but then you go back to the original Duke3D v1.3D release of the game and play it in DOSBox and you will notice how different the maps can feel, especially when trying to get used to the archaic controls and low resolution, even though vanilla supports modified controls and resolutions up to 800x600 or higher, it feels quite nostalgic to play with arrow keys on the default 320x200 resolution of the game. Though I agree it's quite difficult to get used at first after years playing on a source port.

Although I didn't enjoy running low on health/ammo in those maps but it was certainly an experience to explore all those early 2000s maps. Leaving aside the paletted enemies, we should take into account that on levels with scarce resources, luck can be an important factor in regards to drops from troopers, pig cops and enforcers. Some extra pistol ammo is always appreciated but getting an early Shotgun (even if it's just one shell, as chances are the shotgun ammo is around), Chaingun and/or just an used armor pickup, can make a difference between life and death. :P

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some levels like Bummed Out! Anarchy City X have received updates that I'm not sure are available but from the corresponding release threads depending on which version the individual reviewer has chosen to host on their website, but greatly improve visibility and progression. At least in the case of BOACX I'd recommend playing the latest version, just in case it's not in the .zip one probably can still fetch it from here


Ah yes, I am aware that the map versions hosted on the various review sites can vary and in some cases it may not be the latest version hosted but I chose to link the download to the Dukeworld and MSDN links (and one archived Duke Repository link) for my convenience. I have attempted a while ago to look for the original release threads for maps like Happy Hangover and newer but probably only saved a couple of them in a text file, as some threads didn't show up on Google search results when looking for certain maps, so I will definitely look up every map release topic from you, then I will figure out if the version you linked is newer than what the review sites are currently. And I will mention that in each map's review (for DNF BTTG and newer releases, if it's the case).

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The AMC Pleaser name change was because the heron came in to make a mess of my pots and pans.


I see now. I won't insist on this thing any more, so let's move on. :lol:

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Everyone have a good month and I'll see you on the other side of it, enjoy.


Cheers mate! Here are the very short reviews for the first five maps: NDA20, CLEREY20, TOURS, DSOTMOON, CGR20.

These maps were played back in 2020, in Duke3D v1.3D in DOSBox 0.74-3 on CGS difficulty, getting all the kills and secrets. I'm only using Mapster to refresh my memory with these maps and to find & reveal secrets, as well as watching the videos posted in this topic (though I haven't watched all the videos yet, still watching Radar's videos). There are no screenshots to post this time!

I don't have much free time this month and I've been sick in past 10 days, so these first few reviews for the DOS-compatible maps will be quite short.

Notre-Dame des Aydes 2.0

The second of ck3D's maps. Yes, NDA was released after Clerey but NDA 2.0 released just 12 days before Clerey 2.0, thus I'm keeping the review in this order.

There isn't much height variation, the architecture looks blocky (though the interiors look nice), there isn't much health and ammo until later points in the map (armor is also given once halfway through if you make it there, unless you get lucky with pig cop drops early in the map), despite two pistol pickups being given at start and for some reason, ck3D prefers to use the Assault Captains rather than Assault Troopers. Because of this, the regular green trooper never shows up and you will need to spend twice as much ammo to kill the troopers but luckily there aren't any paletted pig cops and enforcers, so you aren't completely screwed. Though I recall in this map I had to save scum with 1 HP at one point because some pig cop kept killing me around a corner. ck3D should remember this incident from the playthrough video he watched back then. :D

I also remember finding the shareware screens funny. You don't see them often being used in Duke3D user maps. And on that note, I always find it interesting when the full version of the game still retains shareware ordering screens, albeit unused in game by normal means.

Secrets:
1) Use the switch behind the desk to open the nearby door that contains Pipebombs and Red Card Slot. This secret is required for progression!
2) Inside the bar, use the pipebomb to blow up the crack, where you can collect the Chaingun and Atomic Health.
3) Blow up the non-working elevator door, fall down to teleport in a small room that contains an Atomic Health. Use the teleporter ahead to go back to previous room.
4) Inside the bathroom, blow up the crack behind toilet, to reveal a room with RPG, Portable Medkit and two Enforcers.
5) When outside, blow up the door to access a trap secret. Register the secret and run away because the corridor is filled with explosions!

Clerey 2.0

The first of all ck3D's maps! To put it simply, this map is not good. Ammo and Health are very tight and much like NDA, you get two pistols at start and all troopers are red. If you don't get lucky drops from pig cops and enforcers or don't find the Shotgun/Chaingun on your own, you will start running low on ammo/health quickly. If you manage to make it to the toilet, you should be able to refill your health at least. Besides whatever pig cops drop for you, there is only one armor pickup located behind a house.

As far as I remember other things about the map, the progression was a bit confusing at times, the enemies were a pain in the ass in first few minutes and a boat that was firing rockets at Duke, with the icing on the cake being that the game crashed DOSBox once upon getting run over by the boat.

Secrets:
1) In the garage with four Red Troopers, go behind the curtains to collect a Large Medkit and Shotgun with extra shells.
2) In the pool area with the boat, take out the Mini Battlelord and collect an Atomic Health on the top of cabin.

Yes, both secrets were already mentioned by MYHOUSE.MAP but I decided to mention them again because why not.

In the end, this map is much worse than NDA20. Only worth checking for historical curiosity.

Tours - Rives du Cher

Honestly, this was a pretty decent map. You can tell ck3D has improved quickly over time with the design and even including more height variation.

The map is quite challenging, as there's plenty of dangerous monsters awaiting but the balance is much better with more ammo, armor and health. I remember I did this one without dying, as opposed to the first two maps where I died shitloads of times and had to savescum to win.

With that said, I still recommend saving often, as you never know what awaits you next. The combat is still cramped at times when inside the building and you need to be careful how you open the doors. Progress was a bit more streamlined and the exploration was more interesting, although there is only one secret to find:
1) Inside an apartment lived by an Enforcer, blow up the crack to access an RPG.

While this map may not be anything special by today's standards and only worth checking for historical purposes, I stand by my point that this was a pretty fun map overall. And it's much better than the previous two maps combined.

Dark Side of the Moon

A pretty decent space themed map. It's important to note this map contains paletted troopers and pig cops, who all use an unique gray palette. Luckily, most enforcers are not paletted, with the exception of the ones towards the end. So if you want to play the intended Hard Mode of this map, then play it in Duke3D v1.3D in DOSBox. You will need to spend your ammo carefully when fighting them and get lucky with the drops.

There are NO armor pickups in this map but if you are lucky, the pig cops will drop some used armor for you, otherwise this map will become quite difficult when you have no armor at all. Luckily, the health is provided in adequate amounts and there are a few toilets/water fountains you can find to restore your health, so you are not hopeless.

There are also NO secrets to find. Overall, this map was pretty decent.

Mega-CGR 2.0

This map comes included with a demo, recorded by ck3D. It can be viewed if playing Duke3D v1.3D in DOSBox (I doubt RedNukem can load v1.3D data files). The demo shows how to complete the level quickly. I don't remember the technical details on what difficulty it was played (which is irrelevant here, as it has no difficulty settings implemented) and if all the secrets were found, it's been three years since I watched the demo, so I instead watched DNSKILL's video to refresh my memory on the map.

The first half of the map focuses on a fast food restaurant recreated using only v1.3D assets, so don't expect any Duke-Burger goodness. Afterwards, the action moves to a cinema. There isn't much height variation on this map and there are lots of trees at beginning that can make navigation a bit confusing, making you wonder if you should spend a few Pipebombs to destroy the trees (though the troopers' lasers will also burn the trees).

I'm sure this map was initially released after NDA and before Tours, because it seems quite a downgrade if you try to compare with Tours. The Red Troopers return and while you don't get two pistols at start anymore, you get the shotgun, though you need to decide whether you want to spend a shell to kill an Assault Captain or save the shells for the pig cops and enforcers. Luckily, they aren't paletted, so the balance is closer to a standard Duke3D map, although the point still applies with the red troopers being almost everywhere.

Also I remember the bathroom being quite problematic, with a trooper that can get stuck inside if he decides to turn invisible after seeing you, preventing you to complete the map, since you need to reach the secret containing the Access Card! If that's not the case, then in worst case scenario, it will prevent 100% kills if he decides to turn invisible and block the door from opening or Duke ending up getting squished by the bathroom door (this actually happened to me once back then, which was quite bullshit). I recommend saving before entering the bathroom just in case. Also the shareware screen shows up once more inside the cinema, for those who wanted to know.

Secrets:
1) Inside the restaurant, press on the cash register to disable the forcefield behind you. You can access the kitchen containing two troopers, two enforcers and a box of Pipebombs. Afterwards, open the door, smash the grate and enter inside vent for an Atomic Health.
2) Inside the restaurant's bathroom, blow up the crack to access a room containing Blue Access Card, Portable Medkit, a Red Trooper and an Enforcer. This secret is required for progression!
3) Near the blue card slot which is near the entrance to the cinema, smash the glass and jump inside the babe poster to collect an RPG.

The secrets are also shown in DNSKILL's video but as I mentioned in Clerey map, I have to write the secret guide even if the secrets were already mentioned by someone else, it helps the reader identify them easier.

In the end, this was an okay map. It has plenty of issues but it's worth checking out once.

This post has been edited by FistMarine: 11 October 2023 - 08:35 AM

2

User is offline   Aleks 

#16

View PostFistMarine, on 11 October 2023 - 08:30 AM, said:

I'm curious if you ever thought about remaking most of those older 2000s maps and bring them to modern standards? What do you think of that?

He kinda already did, even many times ;) https://www.moddb.co...ecret-1brl14map

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The problem here is that the map was only tested under EDuke32. Just saying it should be compatible with DUKE3D.EXE v1.3D is not enough.

I think the maps made under 1.4/1.5 are not compatible with 1.3D at all due to a different map version being used, at least I "some" maps completely crashing back in my early 1.3D days, which I only later managed to attribute as a result of being made in Atomic.
2

User is offline   FistMarine 

#17

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He kinda already did, even many times ;)

Thanks for sharing! I had no idea he already did that. Interesting to read that the first Anarchy City is given the subtitle "Locked Out!", despite the subtitle never being mentioned in the old text files. I haven't played Blast Radius yet but I will definitely check it out at some point. I still have lots of stuff to check out in the meantime (not only Duke related) and hopefully I will have more knowledge to the more recent Duke3d releases because it seems I am left quite behind with the releases as of lately. :)

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I think the maps made under 1.4/1.5 are not compatible with 1.3D at all due to a different map version being used, at least I "some" maps completely crashing back in my early 1.3D days, which I only later managed to attribute as a result of being made in Atomic.

I think we are confusing ourselves for a bit here. I was referring to a few recently released maps that only use 1.3D assets but are only tested with EDuke32. Examples include Salvage Title mentioned above and even a map called Blumderwood Holocaust released by Arzca back in early 2022. These maps are made with EDuke32 in mind, despite using 1.3D only assets but my main problem is with the maps that are intended to be DOS Duke compatible and are only tested with source ports instead of the original DOS executables.

This is a common problem that often happens even in the DOOM community, where the author claims the map also works with vanilla Doom but was only tested with GZDoom and if you try to play it in a vanilla compatible source port, the map will not work properly or even crash the game upon starting. Therefore, the intended solution is to use whatever port was mostly used when testing that map.

And to clarify the comment earlier, I'm not saying every map should be made for Duke3D 1.3D with the old DOS Build limits, as playing custom maps/mods in EDuke32 is far more comfortable than playing in DOSBox. I'm just saying if a map is supposed to be made/playable for the DOS version of Duke3D, then it should be mainly tested in DOSBox. And then further tested in source ports to ensure the map is playable in all versions of Duke3D.

I believe RedNukem still retains all of EDuke32's enhancements while running in vanilla duke3d 1.5 code, so maybe it should be mainly used for people who want to release vanilla-compatible maps these days without involving DOS executables into the discussion, since not everyone is a purist and I'm probably the only purist in this forum anyway, as I care a lot about compatibility. :P

Also I'm not sure about the map format being changed between different Duke versions and it's already known that Atomic maps won't run in v1.3D but there have also been a few rare cases where a map only works properly in DOS Duke3D 1.3D or a DOS Duke3D map with 1.3D assets only works with Atomic 1.4/1.5, such as Operation: Get Bike Back and Overtime, as you will see below in the maps reviewed, we actually have a case here to strengthen my argument. ;)

BTW I meant to post the map reviews last Friday but other things got in the way and the review wasn't even halfway finished! I'm sorry about that and hopefully I will make it in time with my reviews for the rest of this busy month, sticking to about five maps reviewed per post, at least until the newer releases where I will have like three maps reviewed per each post. The maps reviewed today: DtwnRide, AnarchyC, Overtime, ANCHYC2, ANCHYC3, AnarchyC. The last one is not a typo, it is just a small mention of the second release of Anarchy City.

As before, I have done them back in 2020 in Dosbox. Duke3D 1.3D used for the first few maps but starting with Overtime, Atomic v1.5 is used from that point onwards. Never died in Downtown Ride, died once in Overtime and Anarchy City 2 & 3, died a bunch of times in both versions of Anarchy City.

Before the review starts, I want to say that I finally found the last enemy in Jungle Tour 3. Loaded my saved game, ran around the level for 10 minutes or so and found a pig cop in a corner I apparently didn't explore. So the map wasn't bugged or anything and I was lucky enough to get all the kills in the end without having to replay the map. :D

Back to the October Edition of the club!

Downtown Ride

A medium-sized city styled map with decent design and gameplay. The progression was a bit confusing at times, from what I remember but you should be able to find your way eventually.

Secrets:
1) In the middle of the map, near the crashed blue car, jump on the roof to collect an Atomic Health.
2) Inside the building that says PARU VENDU 41, there should be a vent that connects two rooms. Break the grates to access a secret room containing a Portable Medkit, Freezethrower and ammo.
3) In the room you collect the Red Card, the sector counts as a secret. Therefore, this secret is required for progression.

Overall, it's okay and doesn't hold as well as it did back when it was released. The darkness may impede your progress when searching for the hidden buttons and such, so I recommend increasing the brightness while playing. This is especially an useful thing to remember for the next few maps reviewed which are even darker.

Anarchy City

The first of the Anarchy City series and the last ck3D map compatible with Duke Nukem 3D v1.3D. Includes a new green Pig Cop variant with more health and a mortar attack. The art from DukeDC is also included to add to the map's atmosphere.

This map is pretty dark and quite difficult, especially with the map's only two armor pickups being hidden (though if you get used armor from pig cops early on, you should be fine). The health is provided in adequate amounts and there are plenty of water fountains that can save your life, provided you aren't being shot by enemies while drinking water.

I recommend saving once in a while, since you can get sniped by pig cops from miles away, sometimes without even seeing them. And that's without including the map's various ambushes and such. The jetpack is found after dropping in the sewers, there is a room that contains it alongside the protective boots.

Secrets:
1) Inside the Heineken Bar, press on the cash register to unlock a nearby Shrinker.
2) Inside the book store, press on the bookshelf to access a Portable Medkit.
3) Inside the small building, jump through the EXOTICA TONIGHT poster to collect a Chaingun with extra ammo.
4) Inside the small building, look for a small crack on the door. Blow it up to access an Atomic Health.
5) Inside the building you find the Red Card, look up a nearby crack on a door. Blow it up to collect Atomic Health, RPG, Shotgun ammo and Chaingun ammo.
6) Inside a building, you should find a few trash cans in front of a grate. Kick them and enter the vent to access a small room containing a Large Medkit and Pipebombs.
7) At a dead end, there should be a few enforcers and garbage cans. Don't destroy the garbage cans and instead jump on them to reach the window. Inside the apartment you can find Armor and Shotgun ammo. If the trash cans are destroyed, you can still access the secret with a jetpack.
8) Near the end of the level, after dropping into the sewers, you should eventually see a vent near the ceiling. Use the jetpack to reach it and collect a Large Medkit inside.

Overall, despite the annoyances and darkness, this was a pretty interesting map. Although, much like the earlier maps, it doesn't hold up well enough nowadays but I think it's worth checking out once.

Overtime

Despite using only v1.3D assets, this is the first ck3D map that requires Atomic Edition, as due to the higher requirements of this map, it is unplayable in DOS Duke3D v1.3D and causes Duke to die as soon as the map starts with weird ass glitches like negative health, ammo, etc shown on the status bar. However, it works perfectly fine if played in Duke3D v1.5, as the Atomic Edition has slightly increased limits and allows this map to be played just fine.

Anyway, the action takes place at a supermarket. Design wise, this is probably ck3D's best map so far. Gameplay wise, the map is very challenging, as there are plenty of enemies to fight, especially a couple Mini Battlelords. As no Atomic assets are used, don't expect to find Protector Drones, Pig Cop Tanks and Expander ammo in the map.

If I remember correctly, I had the rare glitch happen with a shrunken Mini Battlelord fighting back and got me once killed, which sounds hilarious. There was also a point of no return with the elevator towards the end, depending on whether the elevator goes back to its initial position after leaving it (usually the elevator activates itself when leaving it while crouching). I had to go check the older PMs with ck3D to read some details.

Secrets:
1) At the very beginning of the map, use the Pipebomb to blow up the desk near the vent, then you will be able to collect the secret Chaingun.
2) Inside the supermarket, in the corridor leading to the Yellow Card, blow up the cracked door to access Freezethrower and ammo.
3) Inside the warehouse, look for the crate in the corner, located near the Portable Medkit. Open it to access a Freezethrower and 2x ammo.
4) Towards the end of the map, in the same room with the Crane, follow the conveyor and destroy the grate to collect an Atomic Health.

Overall, the map seems like an improvement when compared to the previous releases. Leaving aside the weird ass memory related issues that prevent running this map in Duke3D v1.3D and various bugs/glitches, this was a pretty fun map.

Anarchy City 2: Neighborhood Nightmare

Note: I realized I wrote Neighbourhood Nightmare in the opening post, though that form is also correct and is mainly used by British people.

If you thought the first Anarchy City was dark, then you haven't played this one! It is also very RED inspired, hence the darkness and the spooky atmosphere, as you can tell from the readme file included.

Overtime may have been the first map requiring the Atomic Edition but this is the first ck3D map to use the Atomic assets! Expect to find plenty of Protector Drones in this map. You have been warned!

This map can be confusing and difficult at times. You have to fight many dangerous foes and there isn't as much health as you'd expect, while an armor pickup is hidden somewhere, though at least there are a few places to drink water from, if you find yourself in a low health situation. Be sure to save often. Oh and there are NO secrets to find.

Overall, this was a very dark map and quite creepy when playing it at night, especially with the Protector Drones chasing and shrinking you!

Ararchy City 3: Zero Tolerance

The last of the Anarchy City series for nearly a decade until the release of Anarchy City X, which will be reviewed soon.

This map comes with two CON files included, much like the first Anarchy City map. The new con files will enable new pig cop variants and Mini Overlord!

There is also a skateboard that you can ride at some point in the map, which confused me for a few seconds back then because I didn't understand why Duke suddenly started moving. Then I realized it's a skateboard recreated with stock duke3d assets, which is pretty damn cool!

There is ONE secret to find: Climb on a building to access: a box of Pipebombs, Armor, 2x Small Medkit, 2x Shotgun ammo.

Overall, this is probably the best of the Anarchy City series, since it is the least dark and provides a decent challenge without being frustrated by the darkness plaguing the whole map.

Anarchy City 1: Atomic Version

This is just a re-release of the first Anarchy City with full compatibility for the Atomic Edition. From what I can tell, the map file is identical to the original release. The only difference is the con files being changed to be compatible with the Atomic Edition. So if you are playing with a source port, please use this version to play.

This post has been edited by FistMarine: 16 October 2023 - 05:50 AM

1

User is offline   Radar 

  • King of SOVL

#18

Filler is up.



Also I'm going through the remaining MRCK maps I was going to upload and will be re-recording them with all secrets found. The OCD in me is just a little bothered that I'm playing normally such old maps that much of the community already knows very well. So expect a few changes soon.
2

User is offline   FistMarine 

#19

Nice videos Radar! Keep them coming! A few notes about the Filler video I just watched right now:

-I suggest to go behind the Pig Cop Tanks and press on the auto-destruct button, you will save some precious ammo instead of fighting them directly with your weapons.
-Interesting how you clipped through a gate at one point and having to use noclip to go back. Don't remember this glitch ever happening to me when playing this map before. I recommend saving often to avoid situations like these.
-The only disappointing thing is not killing the Mini Battlelord at end but it looks like you still got all the kills thanks to slimer eggs inflating kill count. Other than that, you did very well and it was an enjoyable video.

Anyway, here are a couple more reviews just in time for the weekend and also tomorrow's 27th anniversary of the Plutonium Pak (according to the date of Duke3D v1.4 files). Besides three maps I've already done before, I've also recently played two maps that I haven't played since a decade ago or so, which means it's time for a few proper reviews along with some screenshots. Maps reviewed: Rnghtmre, Filler, Happy Hangover, DNF_BTTG and 06meatballsubmakin.

Rural Nightmare

If you thought ck3D's previous maps were too dark, then wait until you play this one! You also start without weapons and there is a strong opposition waiting for you, especially a bunch of protector drones waiting to shrink you and crush you. It is pretty much a horror map.

You've also got to worry about a few mini bosses as well, as the map comes with a few con files included. You have to fight a Mini Overlord halfway through the map before encountering a Mini Alien Queen at the very end. You must kill the bitch quickly to finish this map before you get overwhelmed by the protector drones. And make your shots count because ammo can be a bit tight in this map and if you run out of ammo, you are screwed.

Health can be somewhat limited, though you should be given a Portable Medkit at least and the Armor is non-existent if I remember correctly. There are also no secrets to find.

Overall, while I remember struggling a bit at this map and finding it annoying towards the end, I won't deny that it is very atmospheric and makes for a good map to play in the evening before the bed.

Filler

If you thought Rural Nightmare was disappointing with its darkness, then I'm happy to inform you that Filler is a bright classic city styled map and one of my favorite maps by ck3D. It is also his best DOS-compatible Duke3d map, considering it's the last one made within the original build limits.

Gameplay wise, the beginning can a bit chaotic, since you are getting shot from multiple sides but luckily there are plenty of resources to make it through. I highly recommend getting an armor as early as possible to make up for some unavoidable damage early on.

My favorite part of the map is probably the one where you open the door inside the Arcade room and you see the Blue Card being handed to you. Too bad this moment isn't shown in Radar's video, as he was fighting turrets while the door opens behind him. Another highlight of the map is having to throw a pipebomb on an elevator to blow up a crack.

Some parts of this map (and others) were later reused in a map from Metropolitan Mayhem. You should immediately recognize those parts if you have played this map before. I think we've already discussed this in the March 2023 topic when we played through Metropolitan Mayhem. Also there are no secrets to find!

Overall, this was a nice city styled map that marks the end of the DOS era for the ck3D/MRCK maps. :D

Happy Hangover

Played using JFDuke3D (2005). The version from Dukeworld released on 28/12/2008. This map requires a source port, as the text file mentions. The only reason why I added this map into the category of "Maps compatible with Duke3D v1.5" is because I wanted to have four groups with 7 maps each, to make the OP look cleaner. But the map is absolutely NOT DOS compatible, so don't even try loading it in DOS Duke3D v1.5, as it won't work! Though it works just fine in JFDuke3D at the minimum.

As for the map, Happy Hangover appears to be a sequel to Filler, due to how the latter ended inside a bus and how the former also starts in a bus. The text file mentions Happy Hangover is the second map of the series, so I'm guessing Filler was the first map planned for the series.

Anyway, Duke rides the bus and finds a town taken over by the aliens. He decides to clean this mess, then eventually visits a bar, gets drunk and fights more aliens along the way. Funnily enough, there are exactly 200 enemies in the level, though the monster count can vary due to the slimer eggs that can potentially hatch.

The map is quite linear, so it is recommended to grab everything before the various points of no return. It's also important to note that certain secrets are only available at various points in the map, so follow the secret guide carefully, since the first THREE secrets are available early on before dropping down the vent, then the rest are available gradually in the map.

Gameplay wise, HH provides a decent challenge at times but there is also plenty of health, armor and ammo to make it through. In fact, the water fountains are present at times and can help you refill your health if you find yourself in a bad spot, though this shouldn't happen, as there's generous amounts of health supplies and if you grab the armor as soon as the map starts and get the secrets, you shouldn't have any problems with the health.

The main highlight of the map is when Duke hallucinates and starts to see weird shit. I won't spoil any further, you need to play this map to understand what's going on!

There are SEVEN secrets to find:
1) At the very beginning, near the armor pickup, jump on the roof to collect an Atomic Health.
2) In the room filled with the slimer eggs, just before the room containing the Red Card, blow up the shelf to access a Portable Medkit.
3) In the garden, where you kill an Octabrain and there is a vent leading to the next part of this map (point of no return), there is a crack in the left corner. Blow it up to access the room containing an Atomic Health.
4) After Duke pukes at the toilet and the bar becomes normal with dancing ladies, right where you find Shrinker ammo, press on the green poster (SISTER ACT III) to access a red room containing Shrinker and 2x ammo.
5) When you get to the part with the thunderstorm, jump in a garden guarded by a protector drone and find a way to jump to the roof to collect 3x Expander ammo.
6) In the vents with slimer eggs and octabrains, there is a single pipebomb. Blow up the vent in the corner to access a Portable Medkit.
7) Shortly afterwards, before reaching the exit, there is a fridge you can open and collect Expander ammo. Note that you need to get inside the fridge to register the secret.

Overall, this was a fantastic map and probably the first of the really good maps made by ck3D.
Attached Image: Happy Hangover 1.pngAttached Image: Happy Hangover 2.pngAttached Image: Happy Hangover 3.png

Duke Nukem Forever (Bottles to the Ground)

Played using EDuke32 r5498. The version from MSDN released on 25/05/2009. This is the first ck3D map to implement difficulty settings but only for Let's Rock and higher.

Here's a funny thing I remember about this map. Back in 2010 or so, this map showed up on Duke Repository, which I remember browsing a lot at that time. I remember the map had a huge number of downloads just because it contained "Duke Nukem Forever" in the title and DNF was being highly anticipated at that time, then released in 2011 and the rest is history.

Another thing to point out is that the zip at the archived Duke Repository is corrupted after you download it, so it can't even be opened. The one from MSDN linked in the OP works fine, so don't worry.

As for the map, I always wondered if the title was intentional or to gain a bit more traffic? Anyway, this map is pretty interesting and it's yet another one of those classic stories, where Duke is enjoying watching TV and runs out of beer while the aliens attack the city. Just read the text file for more information. Oh and don't forget to check the easter eggs text file as well for some more interesting trivia! :P

DNF BTTG has quite a lot of surprises included which makes the map much more interesting than a typical ck3D release. For one thing, besides the typical duke3d action, a few easter eggs and some buttons to hunt, there are a few mini bosses implemented that add a bit more variety to the fights (they all have 1000 HP) and there are even TWO exits you can find!

Now don't get your hopes up because the secret exit won't send you to a super duper cool level, instead it just lets you finish the map earlier than intended and also causes the map to restart, so you want to just keep going until the regular exit in the sewers to get the full experience of the map.

Duke starts the map unarmed and shortly will find a pistol and other weapons/ammo. Health is found in good amounts with even a few fire hydrants that will let you refill your health and there is even one armor pickup, though funnily enough, I found it just after I got lucky used armor (75) from a pig cop, so if you get one early drop, you are pretty much set up for the map. There's also two atomic health you can find (one secret and one in a non-secret place).

Gameplay is not too difficult early on but remains quite challenging throughout the map, since you will be fighting various aliens but also an occasional mini boss, such as an early Mini Battlelord but there are also two Mini Overlords halfway through the map and one Mini Alien Queen to be found towards the end. No Mini Cycloid sadly but the two Mini Overlords can set up a good fight, the blue one actually killed me once despite dodging the rocket, its splash damage hitting the wall near me took me out instantly at 85 HP.

The ammo can get a bit dry at later points, even if you rotate your weapons from time to time but there is usually ammo placed around the place when you need it, so you shouldn't run completely out of ammo. Though you still need to be a bit lucky with the enemy drops and grab the ammo when you actually need it to make full use of every pickup.

Progression is in general decent. There are a few points where you need to press/shoot a tiny button and this button will open a door somewhere. Luckily, you should be able to find the door that opened in a short amount of time.

After taking out the Mini Overlords, you will find THREE Red Cards. Remember this place because you need to come back later to get the other red cards when you come across other doors requiring red cards. You may be wondering why ck3D didn't just use the blue/red/yellow keys to carry them all in inventory but I suppose this is to add a bit of challenge and make the player come back into the same place three times.

After completing all the tasks, the gate eventually breaks and you are given an RPG to fight the Mini Alien Queen! She has way less health but she still spawns full sized Protector Drones, so be careful! I recommend saving here before dropping down the sewer hole leading to the exit, as there is no way back and you aren't given a jetpack, so you want to make sure to get all the secrets before you exit.

Secrets:
1) At the end of the street, near the gate that opens at the end of level, there is an apartment you can reach by jumping on the burning barrel. Inside, you can find an Atomic Health.
2) At the beginning, after dropping out of Duke's apartment, jump on the roof where a trooper is standing. Drop down a vent to reach the secret room containing a Portable Medkit.
3) When getting to the forest, jump on the roof of the building to collect a Large Medkit.
4) Look up a hidden tiny switch at the concert where you get ambushed by a Mini Battlelord. Shoot the switch and go back to where secret #1 is. Go through the door to find a secret Nuke Button.

Overall, this was a surprisingly cool map. I really enjoyed the atmosphere and the fights throughout this map. Now I also enjoyed Happy Hangover and many of ck3D's earlier vanilla Duke3D maps but this is the point when ck3D became really good with his mapping style. Looking forward to the next maps!
Attached Image: DNF_BTTG_1.pngAttached Image: DNF_BTTG_2.pngAttached Image: DNF_BTTG_3.png

Meatball Sub Makin'

I already reviewed this map earlier this year when Metropolitan Mayhem was chosen/played for the club. I will just copy my review from the older topic:

Quote

This map was released separately as sort of a demo, as it has been pointed out earlier. It's interesting to note that the demo version mentions in the readme that it's the sixth map of the episode but in the released version, it's the eighth map in the episode. My guess is either the map originally would have been placed earlier in the episode or the episode was originally planned to be shorter.

Anyway, this map is obviously inspired by E3L6 but it is much larger and quite challenging at times, especially the later parts in the map. I even had a bit of bad luck as I kept getting hit nearly all the time by the enemies but this is compensated by starting the map with full health/armor/medkit and the map is also filled with tons of health/ammo supplies and a few armor pickups as well. In fact, I often got many drops from the enemies, including a couple used armors from pig cops. So this all compensated for taking damage at times. Not that I was struggling with health but it certainly made things tense.

I won't go into details as the map is pretty straightforward to complete, there really shouldn't be any problems, even with the few puzzles offered like blowing up a few cracks and shooting a button with your pistol (at the door that requires red card). You should in general pay attention to fighting the monsters, as they really like to spawn when you reach a particular area or collect an important item, such as an access card.


From this point onward, every map reviewed will have a few screenshots shown, although they will be a bit dark due to EDuke32 not saving the brightness when the screenshot is captured. Not sure why but it happens in every eduke32 build, so don't blame me if the screenshots are too dark.

Have a nice weekend everyone! :)

This post has been edited by FistMarine: 20 October 2023 - 06:31 AM

3

User is offline   Radar 

  • King of SOVL

#20

View PostFistMarine, on 20 October 2023 - 06:26 AM, said:

-I suggest to go behind the Pig Cop Tanks and press on the auto-destruct button, you will save some precious ammo instead of fighting them directly with your weapons.


I do this on purpose because squirming around the tanks is a bigger hassle than just shooting them with rockets. It's easy.

View PostFistMarine, on 20 October 2023 - 06:26 AM, said:

-Interesting how you clipped through a gate at one point and having to use noclip to go back. Don't remember this glitch ever happening to me when playing this map before. I recommend saving often to avoid situations like these.


I record my playthroughs via somewhat of a "checkpoint" system. After a couple minutes, I quick save and stop the recording, then resume from that point. This helps me to save on editing time and video quality, because instead of editing and re-encoding the videos together, I can simply remux them as one file at the save points. I do often resume from previous saves if I don't like the way I play a section, but I left that in because I considered it a unique and organic moment that exposed a potential collision bug in the map that makes the playthrough interesting. This is at 2:54 for anyone who cares to see.

View PostFistMarine, on 20 October 2023 - 06:26 AM, said:

-The only disappointing thing is not killing the Mini Battlelord at end but it looks like you still got all the kills thanks to slimer eggs inflating kill count. Other than that, you did very well and it was an enjoyable video.


I completely ignore kill count. The counter is inaccurate.
2

User is offline   Aleks 

#21

I still do hope I'll be able to play & "review" some of the older MRCK maps (the ones I haven't played yet/the ones I played 20 years ago) this month, but it might be difficult due to playing his opus magnum, Blast Radius. Nevertheless, I'll be still coming back to this thread for some write-ups when I do play them.

Anyway, for the next month I'd like to suggest playing an old and classic TC that kinda went completely off the radar (no pun) and which I've never played myself: Murder: The EDF Conspiracy. It's dating back to 1998, has new enemies and different gun models, as well as new music, logo, some items etc. I've just tried it under Rednukem and it seems to work well!
2

User is offline   slacker1 

#22

Today I played through Rural Nightmare. Not sure how I missed this one back in the day but I did.

I actually tried playing it earlier this afternoon but even with the blinds drawn, and the brightness turned up, it was still too dark to play in any enjoyable manner. So, I waited until tonight and played with all the lights off and I'm really glad that I did. The level is DARK but it actually works really well for the atmosphere the level builds. Ammo and health are also on the low side which adds to the survival/horror tension that runs throughout the whole play through.

The scripted bits with the monster outside the windows, the car crash, and such are also a really nice touch. As seen here, Duke & the build engine can really do horror well in the right hands.

My first play through, I ended up killing the overload mini boss with the 30 something shotgun shells and a combination of kicks and having him self harm himself with his own rockets. It wasn't until I got to the next part with only a kick that I realized there was an escape vent in the blue key door so I restarted.

On my 2nd full play through, I ended up killing him after getting the red key card and jumping out the window. The skate park being a safe spot from him (but not anything else) was super helpful. To conserve ammo, I cheesed the mini boss by getting him in a position I could kick him through the gate or trick him into shooting rockets at the gate at point blank so he hurt himself.

I only got a little lost in the firehouse garage. I was expecting a crack in the wall for the pipe bombs instead of the actual exit location. Though, I don't dislike the choice made here. It's a unique and different puzzle than the just 'blow up the crack' found in most other maps.

The final battle kicked my ass a little bit. I was low on health and I think I only made it through because I got shrunk by a spawned protector drone and panic jetpacked into the air where I was able to get more clear shots on the queen.

All in all, a really great map that kept my blood pumping from start to finish. I never knew what was going to jump out where or what kind of battle I was about to enter with the odds very much not in my favor. Definitely holds up after all these years.


Not sure if Mikko will ever see this, but the link to the download from his review is broken: https://msdn.duke4.n...otnightmare.php


I'm hoping to give Filler a try next in the next couple of days. I THINK I might have missed that one too but it's been so many years on some of these that I might remember once I load it up. :)
3

User is offline   FistMarine 

#23

Thanks everyone for the comments!

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I do this on purpose because squirming around the tanks is a bigger hassle than just shooting them with rockets. It's easy.

Ah, I see. But in maps with tight ammo, this isn't a good idea, as it's very frustrating when you are completely out of ammo in Duke3D, the mighty boot just sucks against most enemies. Which is funny because one of the maps reviewed in this post is actually about making it through the map without any weapons (except for one moment).

Quote

I record my playthroughs via somewhat of a "checkpoint" system. After a couple minutes, I quick save and stop the recording, then resume from that point. This helps me to save on editing time and video quality, because instead of editing and re-encoding the videos together, I can simply remux them as one file at the save points. I do often resume from previous saves if I don't like the way I play a section, but I left that in because I considered it a unique and organic moment that exposed a potential collision bug in the map that makes the playthrough interesting. This is at 2:54 for anyone who cares to see.

I understand. I rarely experienced a softlock like this when playing user maps/mods and when it happened, I just loaded my saved game or suicide with explosives and then load the saved game. I don't like the idea of cheating during regular gameplay, even if it's just temporary noclip to get unstuck.

Quote

I completely ignore kill count. The counter is inaccurate.

True but I still prefer to get all the kills whenever possible (this also applies to already hatched eggs, monsters spawned from killing the babes, etc). The only time I make exceptions is in user maps where it is absolutely impossible to get all the kills by design, like Anarchy City X, which is actually reviewed below.

Quote

I still do hope I'll be able to play & "review" some of the older MRCK maps (the ones I haven't played yet/the ones I played 20 years ago) this month, but it might be difficult due to playing his opus magnum, Blast Radius. Nevertheless, I'll be still coming back to this thread for some write-ups when I do play them.


No worries Aleks. First, congrats on obtaining your PhD degree in structural mechanics and releasing your new map. Second, this was indeed a busy month that I can understand if some people couldn't participate, I even have trouble writing the reviews in time and that's without taking into account skipping the old maps, as there was no point redoing them (I don't replay stuff finished from 2020-present with a few exceptions), so for this month I only (re)played Happy Hangover and newer maps, as many of them I only played once a decade ago or so. I only made an exception for a map mentioned below, seeing as I had done it last year already but then decided to replay it to refresh my memory.

Quote

Anyway, for the next month I'd like to suggest playing an old and classic TC that kinda went completely off the radar (no pun) and which I've never played myself: Murder: The EDF Conspiracy. It's dating back to 1998, has new enemies and different gun models, as well as new music, logo, some items etc. I've just tried it under Rednukem and it seems to work well!


Nice suggestion, although I would save it for another time for the following two reasons:
-It should be paired with another TC to meet up the minimum amount of maps per month. I would suggest to pair Murder with Merc and Merc 2 TCs, seeing as I haven't played any of these, thus it would be cool to check them all at once, though I'm not sure how many maps have Merc and Merc 2 included, as their readme included only mentions they have two episodes each. If the number of maps exceed 25-30, I think I will pair Murder with something else, maybe Pray Your Prayers or some other TC.
-I already have a surprise Duke TC coming up. I haven't forgotten about your suggestions earlier this year, which includes mappers like Kevin Cools and they will be nominated next month. For November, I have something else prepared.

Quote

Today I played through Rural Nightmare. Not sure how I missed this one back in the day but I did.

Thanks for joining in, slacker1. It was great to read all that. About the broken link at MSDN, thanks for the report. I noticed a similar error with Anorak City but that one's download link I have solved when I put the link in the OP. For those wondering how I fixed it:
https://msdn.duke4.net/ANORAKCITY.zip

Should be:
https://msdn.duke4.net/anorakcity.zip

And then it let me download the map from MSDN. I couldn't figure out what was wrong with Rural Nightmare's download link, though. But that isn't much of an issue, considering the map is downloadable from Dukeworld linked in the OP.

BTW, I'd like to add a note to Rural Nightmare and some of the other dark maps by ck3D that were reviewed, as I realized something recently. The reason why they were so dark in first place is because back then in the early days (around 2003-2004 or so), JFDuke3D had very bright sectors when ran in OpenGL mode, as can be seen from the gameplay screenshots provided at Mikko's website. Rural Nightmare doesn't seem that dark if played in Polymost mode in JFDuke3D. But when you play the map in plain vanilla Duke3D in DOSBox or JFDuke3D software mode or in newer EDuke32 builds, then the map is very dark. I've recently watched a playthrough of Rural Nightmare on YouTube by the person named "Yeah, Pizza Cake!" and the map was incredibly dark in their video, though that person played in Polymer mode, so the weapons' muzzle flashes helped to light up some areas. I really wonder if ck3D intended for the map to be so dark or not, thus I'd like his response. But for now, the only explanation I have is that these maps were mostly tested in JFDuke3D in Polymost mode.

Anyway, here are some reviews of a couple more maps. Much like with DNF BTTG, all the following maps were played using EDuke32 r5498, which is the latest 2015 build and works pretty well with these maps, if you don't mind dealing with the slower Chaingun firing bug and Viewscreen bug (sprites temporary glitching upon using a viewscreen) that were fixed in 2016 builds. Maps reviewed for today: ANORAKCITY, WideAwake, Bummed Out ! Anarchy City X, Hibernal Solstice, siebenpolis. Note that this review is quite long, so grab the popcorn and enjoy!

Anorak City

Played the MSDN version released on 04/02/2011. The original topic can be found here: https://forums.duke4...se-anorak-city/

The original map download link is dead unfortunately, though the map is available at MSDN if you use the fixed link in the OP instead of the broken download link on Mikko's review page. Anyway, when you start the map, remember to grab the Armor and Shotgun shells behind you, they will be very useful!

I remember playing this map back in 2011 when it came out and was browsing through Duke Repository. I was getting stuck at some point near the end, even noclipping to the exit because I couldn't find some well hidden switch or card or something. I think I replayed the map a few years later (don't remember if I got stuck or not) but now it's time to replay it once more and give it the proper conclusion!

Just like with the earlier DNF BTTG map, this is another great map from our friend ck3D. The design is very impressive and the map is very challenging without being unfair. There are some tricky battles towards the end, like the part where no less than FIVE Mini Battlelords will get spawned (alongside a bunch of Assault Troopers) upon getting a yellow card in the library. Luckily, we are given plenty of health, including portable medkits and water fountains, as well as armor and ammo to conquer this map. In fact, all the weapons are available and there's plenty of monsters to kill. The only downside is that difficulty settings aren't implemented but the map is not difficult to complete on CGS skill, so don't worry.

Unfortunately, the progression can get quite cryptic at times, since you need to find some well hidden buttons and it is also easy to miss a few rooms at the beginning side of the map, mostly talking about the room containing the Blue Card and the Blue Card slot in the nearby building, which will give access to one of the THREE Yellow Cards required for reaching the end of the map. Since the map is dark, the card slot can be difficult to spot and I'm not surprised if I missed this back in the day because I surely spent at least 15 minutes running around the map not knowing what to do next after already finding TWO Yellow Cards and not knowing where to insert the Blue Card to get the last Yellow Card. Funny because reading through the original topic recently, many people missed the blue card slot.

It was tempting to take a look in Mapster to find the solution but I ended up figuring out the progression by myself this time around and succeeded. Though I still looked a little at the secrets and finding out the very last enemy, the latter by using DNDEBUG cheat code in front of the exit (don't worry, I didn't save with cheat enabled, I quit the game after using the cheat) which was a helpful suggestion from a few years ago by Aleks, which causes the map's current state to be saved separately in the game's folder as debug.map. Take note that this is an EDuke32 feature, the DNDEBUG cheat in original DOS versions of the game only prints the coordinates or other stats on screen but in EDuke32 it also saves the map's state when the cheat is used. Unfortunately, it wasn't very helpful because when I looked at the debug.map in mapster, all the killed enemies were shown as alive, so it took a while to find an unexplored room, then start up the game, load the save, go find that room and then finish the map with everything done.

The only advice I can give for progression is to carefully look for the hidden switches at various points in the map and press them or shoot them, depending on how far they are from you. Be sure to also check the viewscreens in case you get stuck. The combat is mostly straightforward and there isn't much to advice other than being well stocked on health and armor, so you don't die quickly to the Mini Battlelords or something. And of course explore everything.

Secrets:
1) At the very beginning, there is an Atomic Health on top of one of the roofs.
2) In the same room containing the Blue Card, there is a vent you can access, which leads to some Chaingun ammo.
3) Inside one of the buildings, there is a Blue Canister and a Fire Extinguisher near a cracked wall. Destroy the wall to access Armor and Portable Medkit.
4) Look where a Commander is standing at a balcony. Reach the balcony to collect an Atomic Health.
5) Inside the burning building, quickly run through fire to grab the Freezethrower and ammo.
6) Jump on the burning barrel and you will reach a small garden. Open the windows to access a room containing 3x Expander ammo.

First two secrets are found in the first part of the map, while the rest are found in the second part of the map. The last three secrets are found near each other.

Unofficial secret: In the building that contains a bathroom with an usable toilet and a switch you must press after killing Octabrains, there is a very tiny crack that you can blow up and access a garage containing a MINI BATTLELORD guarding a Devastator with ammo. This was the last enemy I had to kill in the map, so if you are looking for missing kills, then please check this one. Spawned monsters also have a habit of getting stuck sometimes, so be sure to double check.

Overall, I liked the map but I wasn't a big fan of the confusing progression, which dragged the map's quality a little bit. And the Protector Drone at the very end waiting you when taking the elevator, which is something that often happened on Stephano Lessa's maps as well, meaning you are guaranteed to lose about half of your health if you don't have the right weapon selected.
Attached Image: ANORAKCITY_1.pngAttached Image: ANORAKCITY_2.pngAttached Image: ANORAKCITY_3.png

Wide Awake!

Funnily enough, I actually revisited this map last year, after playing it for first time a decade ago or so and I know that because a couple years ago I had a Duke related dream of one section of this map. I decided to play it once more, this time using the MSDN version instead of the release topic version to refresh my memory and to give it a proper conclusion. The only difference between the two playthroughs I've done is that previously I had three extra kills (236 vs 233), though this is irrelevant due to the amount of slimer eggs found in this map, which guarantees 100% kills anyway.

The original topic can be found here: https://forums.duke4...ase-wide-awake/
Both versions hosted on Duke4.net forums and MSDN are dated 17/10/2012.

Wide Awake is an interesting map taking place during the night. The aliens interrupt Duke's sleep and he now has to make them pay for disturbing his wonderful sleep. Gameplay wise, on the previous playthrough, I found it challenging and not too difficult, at least not until getting to the boss fight. This time, I was really struggling at start due to tight ammo and running low on health and armor while hearing Duke screaming in pain many times, which got on my nerves and died quite a couple of times because once the pistol/shotgun ammo runs out, you have a few pipebombs and ten tripmines to kill a few more damn pig cops/enforcers that are usually outside of your melee range. Aside from hitscan, most of my deaths were from the Cycloid and one time Duke got squished while getting through the destroyed sector underwater (in the swimming pool area).

The boss is really fucking annoying and replaying the map alongside watching Radar's video to see how he did it. I haven't changed my opinion about the boss. In past playthrough, I had no idea how to turn off the shields to hurt the Cycloid Emperor and even remember running out of ammo while trying to fight him (I found the solution shortly after) but this time I knew in advance you can't turn off the forcefield and remembered the solution after a while, you just need to aim through that hole, which is a problem if the autoaim is enabled and you are sitting on the crates, so you just need to get closer to the boss and aim from the balcony. All it takes is about 30 rockets from your RPG to kill him, so you have more than enough ammo to take him, as long as all your shots connect. Be careful to dodge the rockets to not get one shot killed, though sometimes you can survive direct hits at 150 health but I wouldn't count on it.

Secrets:
1) At the beginning, when dropping out of hotel, go left side and break the vent. Jump inside the dark vent to collect NVGs and Small Medkit.
2) At the beginning, when dropping out of hotel, go right side and break the vent. Jump inside the dark vent to collect Steroids and Armor.
3) Inside the Shop-N-Bag, press on the Cola vending machine to reveal a small vent, containing Shotgun shells.
4) Near the Innocent sign, use the jetpack to fly at a window. Inside the apartment, you can collect a Small Medkit, a box of Pipebombs and a Jetpack.
5) Near the Innocent sign, use the Red Card to unlock the building. Inside the room filled with eggs, look for a hidden RPG inside a box.

Overall, as frustrating as this map was, I recommend to check it at least once but be warned that this is one of ck3D's most frustrating maps, mostly because the boss fight at end is quite bullshit. In the end, I found it a bit of a mixed bag in terms of gameplay (only the beginning and end were annoying, the former because of weaponless start, the latter because of boss but the rest was good) but even if gameplay was annoying, the map's design was great at least and the map is not too dark, nor too confusing.
Attached Image: WideAwake_1.pngAttached Image: WideAwake_2.pngAttached Image: WideAwake_3.png

Bummed Out! Anarchy City X

NOTE: I played both versions of the map included in the rar archive from the thread link posted by ck3D: https://forums.duke4...anarchy-city-x/
The maps in question are called: Bummed Out ! Anarchy City X Preupdate and Bummed Out ! Anarchy City X Updated.
The MSDN version linked in the OP includes the INITIAL RELEASE from 06/08/2013, not the UPDATED RELEASE from 12/11/2013! I am sorry for not noticing this earlier!

And speaking of the Cycloid Emperor, how about a map with FIVE of them? As if it wasn't enough, this map has no difficulty settings implemented, so you know you are in some deep shit when playing this map.

Anyway, from what I can tell, this map tries to be a sequel/finale to the Anarchy City series, with the annoying Cycloid Emperor setup inspired by Wide Awake, except they can't be hurt directly at all. I remember playing this map back when it came out and finding it annoying, since you are supposed to avoid the monsters while collecting SIX blue cards hidden inside piles of money scattered around the map.

I think I cheated back then to finish this map, either with DNKEYS cheat multiple times or by standing in one safe spot, so that one of the Cycloids blew themselves up and the map finishing early.

This time, I tried to do it properly, with the help of Mapster and Radar's video because I couldn't do any good progress by myself. Here are the hints I can give:
-Don't bother killing the monsters because you have no weapons (except a single pipebomb to blow up a crack and a Devastator with 75 ammo towards the end), though the monsters can hit each other and they can be hurt/killed by the Emperors' rockets if you are lucky. And if you are incredibly lucky, you can kick the Mini Battlelords to death if your foot reaches them while not being exposed to their fire. Because of that, if aiming for all kills, just get every monster dead other than the Cycloids, so you can have a bit of a peace.
-Running is your best defense.
-Save often and use multiple save slots in case you have the misfortune of saving moments before you die.
-There are no secrets to find.
-There is an atomic health hidden inside the Dukemeal box located inside the Duke Burger restaurant. With 150 health, you can sometimes survive a direct hit from a Cycloid rocket.
-There is a safe spot you can stand to have one Cycloid kill himself and finish the map early but where's the fun with that? Though I did that once in this playthrough too because it feels satisfying to take out one of these bastards!
-There are safe places where you can use the toilet to refill your health if you are in desperate need of health. Though there are also FOUR Portable Medkits and TWO Armor Pickups available in the map.

Big thanks goes to Radar for his quick walkthrough video to complete this map. I actually took my time to kick the monsters to death (those who weren't killed already by others) and ended up with 24/29 kills at the end, which is the maximum possible kills, 25/29 if you let one Cycloid kill himself with rockets (it's the one closest to the blue card slots). First playthrough of the map took me nearly 40 minutes, while second playthrough took me nearly 30 minutes. I did a lot of saving/loading to finish this map.

Overall, while I didn't find this map fun, especially due to dying shitloads of times, this was a creative and interesting puzzle themed map.
Attached Image: Bummed Out! Anarchy City X 1.pngAttached Image: Bummed Out! Anarchy City X 2.pngAttached Image: Bummed Out! Anarchy City X 3.png

Hibernal Solstice

Played the version dated 06/12/2013 included in the original topic: https://forums.duke4...ernal-solstice/
The MSDN version linked in the OP is also dated 06/12/2013.

This is an interesting map with a time traveling concept. The map is divided in four different areas that look similar but with a twist. Duke has to time travel throughout different timelines to stop the alien bastards from destroying the city.

Both secrets are found in the same location at the different time intervals. Read carefully to not miss them, since there is a point of no return when you use the fourth teleporter! Although you can backtrack at any time in the first three areas, the fourth teleporter is one time only, so make sure to grab everything before you step into that teleporter!

Gameplay wise, it is quite challenging, since you will be fighting against a few Mini Battlelords that are strategically placed, as well as small groups of various aliens. It's not very difficult but I recommend saving once in a while just in case, especially at the final battle. At least the health, armor and ammo pickups are provided in good amounts and there are even a few fire hydrants (and one toilet) to help with health, just in case. Oh and there are a few Jetpacks as well, which will greatly help with the exploration, though also required for progression in at least one case.

At the end, in the burning city area, you fight the Cycloid Emperor, as seems to be the case with most maps by ck3D. He isn't difficult to defeat but getting the last secret can be tricky, as you may get shot from behind by the Emperor while you try to open the damn windows. You can defeat him with the RPG but if you want to get the secrets (including the Devastator), you will have to put some extra effort. ;)

Secrets:
1) In the snowy city/winter timeline, jump on top of the crates, then jump through the window and press on the EXOTICA poster to access a Shotgun.
2) In the burning city/summer timeline, near the Cycloid Emperor, jump on top of the crates, then press on one of the windows to access a room containing an Atomic Health, a Jetpack, as well as a Devastator with 2x ammo.

Not really a secret but in the second area, inside the apartment, there is a tiny Dukemeal box that when broken, spawns an Atomic Health. This is best saved before entering the last area, since a Mini Battlelord will be waiting for you after you open the door. Overall, this map was interesting and pretty fun. Worth checking out.
Attached Image: Hibernal Solstice 1.pngAttached Image: Hibernal Solstice 2.pngAttached Image: Hibernal Solstice 3.png

Siebenpolis

Played the version dated 27/10/2014 found at the Duke4.net forums here: https://forums.duke4...se-siebenpolis/
The MSDN version linked in the OP is also dated 27/10/2014.

This is another interesting map from ck3D. Siebenpolis features the palette 7 throughout the whole map, inspired by Taivo's Seven DM user map. Sieben means Seven in German for those who didn't know. Anyway, I played this map once back when it came out and replayed it last week. Initially, it may seem like a joke map but if you take your time to play the map, you will realize it's pretty cool!

And then there is the twist with the Jetpack refill, where you often come back to "refill" your jetpack but in reality there are 50 spare jetpacks (not counting the one you are already given shortly in advance) that are placed inside a window. If you collect them carefully, you shouldn't need more than five or six (or seven ;) ) to complete this map. But you also need to plan in advance, so you don't end up in an unfortunate moment of running out of jetpack fuel in mid-air. The jetpack is not only required for progression but also for secret hunting.

Gameplay wise, it can be quite tricky at times, as you don't get the shotgun right away (the Pal 7 Shotgun near dead pig cop does NOT appear in Single Player mode), so early on you will run low on ammo and you are largely dependent on the ammo drops from enemies, especially pistol ammo that comes very handy to snipe enemies from far away. And there's plenty of them you have to kill early on until you have a moment to breathe.

Health and armor are provided in adequate amounts but due to how much damage you will take, you will probably consume most of the health pickups in this map. On the bright side, there are many water fountains available, so if you find yourself low on health, you can always retreat to a safe place and slowly recover your health.

The only cards used in this map are the Yellow cards, as you may have expected and you have to find EIGHT buttons scattered around to open the big gate leading to the exit. After clearing the monsters, collect the supplies and press on the nuke button to spawn the OVERLORD, who is approaching you from behind! Use the Jetpack to avoid getting stomped and use your strongest weapons to quickly defeat him.

Secrets:
1) Near the beginning, just next to the Jetpack building, use the Jetpack to fly to a window where a trooper is standing, then you will reach the bathroom containing a toilet, a large Medkit and NVGs.
2) At the end of the road, where you find a Yellow Card inside the crashed bus and fight Protector Drones, there is a vent in a corner. Break the vent to access the RPG.
3) Inside the office reachable by flying with the Jetpack, there is a whiteboard (FIRE JACK CAUGHT PLAYING DUKE AGAIN! BOBBY) just next to a Yellow Card slot. Press on the whiteboard to access the Devastator.
4) After using the Yellow card to enter the burning building, jump on the vending machine to break the vent and collect an Armor.

Secrets #3 and #4 are located at short distance from each other.

In the end, I have to say it's an interesting map concept, as not often you come across paletted maps. Sure, you see the blue (pal 2) being used for Xmas themed maps but you don't often see the gold (pal 7) being used and I think this is a clever idea and something I would like to see more often for future maps. In the end, I have to say I liked this map, despite its annoyances caused by the button hunting or sudden enemy spawns.
Attached Image: siebenpolis_1.pngAttached Image: siebenpolis_2.pngAttached Image: siebenpolis_3.png

As today is the 25th, here are the nominations for November:

Duke It's Zero Hour + Redneck Rampage: Suckin' Grits on Route 66 +
Back in Business + The Conundrum + Maps by Aleks Pistol (aka Ledsbourne)

There is a big reason why I nominated those two works as the first option. They were both released in November 1997. One is a Duke Nukem 3D TC that was meant to be released commercially back then but ended up being released for free. The other is an official commercial expansion for Redneck Rampage. Felt quite fitting to pair them up together while celebrating their 26th anniversary. :D

However, if you don't want any commercial stuff, you can instead vote for Aleks' maps/mods. The only reason I didn't vote for Aleks' stuff is because I was waiting for one more release and I feel like Aleks deserves a bigger spotlight in a less busy month. :P

To vote, highlight the choice in bold and add a + next to it. I voted for the first option, as you can see.

I hope to get the rest of the stuff done until next week. Still have the 2015-present maps to (re)play and get them reviewed. :)
3

User is offline   Radar 

  • King of SOVL

#24


3

User is offline   ck3D 

#25

View PostFistMarine, on 25 October 2023 - 06:56 AM, said:

I really wonder if ck3D intended for the map to be so dark or not, thus I'd like his response.


I took note of your question, I feel uncomfortable artificially contributing to a thread about my work while it's still ongoing but I read and appreciate absolutely everything and will react to it all at once a bit later. It's a lot to address too but I already know how I'll do it. Even just your specific question here the answer is a bit complicated and I'm low on time (and sleep) but basically yeah it's a time era settings thing, never was Polymost related though, I always mostly ran software as far as I can remember. The shots as they appear in the MSDN review actually are brighter than intended (at the time I remember thinking they were taken 'in the wrong mode'!), but the map also looked brighter than it does now when run through a modern port, it's a bit of a long story.

Thanks again for all the time spent on those reviews and videos. Incredible appreciation, I'm blown away by the dedication of this community and the quality of the feedback. Will respond soon.

Duke It's Zero Hour + Redneck Rampage: Suckin' Grits on Route 66 +
Back in Business + The Conundrum + Maps by Aleks Pistol (aka Ledsbourne) +

This post has been edited by ck3D: 25 October 2023 - 04:18 PM

2

User is offline   Radar 

  • King of SOVL

#26

Hi all, really excited to share this one with you guys. Some of the previous discussion about DOS 1.3d and Salvage Title had me wondering if this is actually compatible with the DOS version. So I gave it a shot and recorded the playthrough. The video description includes a much more detailed write-up. Hope it provides some insight on the nature of 1.3d DOS.


3

User is offline   ck3D 

#27

Wow thanks for that experiment, idea is really cool. The mirrors breaking really is an in-map issue since that's right, those were built 1.4+ style when 1.3d still required you to draw the huge invisible rooms in the back (when working with Atomic any sector size does the trick). The floor sprites looking off is because pre-Eduke but especially pre-1.4 IIRC the game used to hate the floor alignment on a large number of sprite tiles and at this point I've honestly forgotten all about which version or port fixed which. Drone fight was cool, you did well at it, it's simple but I'm still happy with that one, it's my favorite fun moment of the map. I see and appreciate what you did with the thumbnail too, so neat. Irfanview is a good and light program that can handle .pcx by the way, that's what I use.
1

User is offline   Aleks 

#28

After getting through Blast Radius, it's a good opportunity to look at Aymeric's beginnings as a mapper and maybe discern some of the motives behind his current style! The maps are played in Rednukem. I'm just gonna play the maps that I've never played or the ones I only played 20 years ago or so.

Clerey

Apparently his first map good enough for a release, this is a rough ride. The chase at the beginning left me with 39 HP before I got a hang of some proper guns and killed some of the opposition, although I was quite lucky with the first enforcer dropping a chaingun. Then after getting some more health/ammo, I went to take down the battlelord, which required pretty much all of the chaingun ammo - because I didn't notice the conveniently placed RPG in the corner. Both secrets were very easy to find, which cannot be said about the map's progression - Aymeric straight up told me about the invisible crack, but then I still had to consult Mapster to check where to go further, because of the hidden switch next to a blue keylock that kinda suggested there's nothing more to look for in there. The indoor spaces are extremely cramped, which kinda explains MRCK's current style and push for open and spacey maps - here some items are even difficult to pick up due to being in/on particularly tight corners. While the design is a bit blocky indeed (the car in particular - I made a very similar truck in my first map, so I know the drill!), the texturing is nice and I like the attention to detail inside the capsule-hotel-sized rooms. The boat is pretty cool too, I once even managed to get inside it by jumping from the ramp. The "crops" area with the battlelord in particular, but also the general outside area gave me very strong Redneck Rampage vibes (particularly reminiscent of the first level and the map with two tornadoes and bowling alley).

Notre-Dame des Aydes

Definitely a step-up from Clerey, I could easily decipher this seems to be a school, despite none of the classrooms being accessible apparently. The trend to just use assault captains that was also present in Clerey continues, for better or worse - but this map also uses respawns to make the combat a bit more dynamic. Beginning is not as harsh and demanding, so the overall feel of the next segment of the map is more positive, although the ammo and health are still very scarce. I'm glad there's a shrinker for a little change here. The design is still cramped as hell, sometimes even more than in the previous map due to swing doors literally blocking out the whole corridors when open. The detailing gets pretty good though, I especially liked the playground/outside area that has some more creative use of assets and looks pretty nice. There are some clear mechanics in here - like the locked doors all marked with a "restricted area" sign or cola machines providing large medkits. On the other hand, one of the essential keylocks is located inside a secret place, while another secret place only contains an explosion from which you have to escape, without any reward. The secrets required some more looking around than in Clerey due to sometimes being hidden behind almost invisible cracks, but the progression itself was fairly smooth and the combat was definitely more fun.

This post has been edited by Aleks: 29 October 2023 - 10:17 AM

2

User is offline   Aleks 

#29

Played two more levels (keeping the chronological order) and they were a large step up!

Tours - Rives du Cher

This map already looks much better than the previous two - even if the buildings pretty much use all the same texture for their facades, the urban layout is much cooler, especially the children playground. The two battlelords at the start aren't that difficult or tedious to kill with the shotgun (and there's also a possibility to just avoid them and gear-up inside the first building, where a shrinker can easily be found). However, the first area has a lot of mean respawn-triggering touchplates that will just spawn hitscanners all around you or behind your back. There are three keycards to be found in the usual blue-yellow-red order, one of these ends up in demolishing a building. Now what's coolest and most fascinating in this map is penetrating a whole apartment block inside-out, complete with basement, a couple of teleporting stairwells (an effect that is neither smoothest nor pretties, but works OK), elevators and 3 accessible, completely equipped flats, where you can literally check every corner, from kitchen through living room to wardrobe. This is MyHouse Grande, but works so well, it's like this itching idea from the early childhood playthroughs of Duke 3D where your imagination would make you wonder what is inside all these black, monotone windows of the buildings, or even further - in the glowing parallaxed sky windows of the city far away! The apartment block is a bit cramped as well, but not nearly as much as what you'd see in the 2 previous maps and the gameplay gets a lot funnier - I particularly liked a commander right behind an elevator, where I pretty much had to open and close the elevator door to block his rockets. The rest of the level is less memorable. Design is very creative, with lots of tiny details, unorthodox use of sprites and funny texture picks (I particularly like the use of wallpapers in the apartments). Definitely worth checking out!

Dark Side of the Moon

I think this is the only space-themed level from Aymeric until his part of Halloween CBP from like 2 or 3 years ago (which was alien really), so that's one particular reason to check it out. The 2nd might be that it's super short - took me about 8 minutes - and very linear/straightforward. Feels a bit like a 2003 Alejandro's map, albeit stripped of all the fancy design and trimming on every corner, in lieu of more practical design. The design indeed looks quite clean and is a lot less cramped, although the corridors/rooms don't seem to have very specific functions most of the time. There are pigs in space and the level's forte is probably the large open windows which show the starry void of space. I also liked the small diorama with planned alien attack on Earth, which must have been horrible to make in DOS Build :D

This post has been edited by Aleks: 30 October 2023 - 05:55 AM

2

#30

Voting for Zero Hour and Route66, since they're both stuff I played ^^

I think I'll participate for once, though it'll be for Route 66 because, while Zero Hour is interesting in its own right, it's got its limits :/
1

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