Thanks everyone for the comments so far and thanks slacker1 for joining in. Also glad to see NightFright posting here, considering his fixed version of Duke!Zone II was featured this month.
I'm somewhat familiar with Duke Zone II, having played it 2-3 times in past decade or so, though this is the first time I played it in DOSBox. In fact, back in 2011 or so, when I first heard about it and played it in eduke32, I kept confusing Duke Zone II and The Lost Duke Episodes 2.0, like mixing up the levels between the addons or something like that because I used to think The Lost Duke Episodes was a long lost commercial addon like The Lost Episodes of Doom.
If I'd like anything changed in the Fixed Version, I'd like all the softlocks to be fixed by providing one Jetpack in the area the player might get softlocked. As for the barrels in E2L1, maybe something could be done for that. Maybe adding an object that Duke can jump on top of it and reach the vent safely. Don't worry, that vent is closed initially and both exits are revealed much later. I will describe it in detail in next few days when I review the second episode.
And sorry for taking forever for replying, been quite a busy month for me. Anyway, I'm surprised to see people are enjoying Duke Zone II, despite what its reputation suggests. My map reviews will probably sound harsher in comparison.
To clarify a couple things asked earlier and other important things:
-Holoduke is much more useful in deathmatch, as it can fool other players. It has very limited use in Single Player, the monsters can get temporary distracted by it (assuming Duke is not staying too close to the aliens/hologram) and will attempt to get closer but the monsters will NEVER attack the Holoduke. I imagine it is useful to gather a bunch of enemies and blow them with a pipebomb or something. It would have been more useful if it created a Duke clone that fought alongside the player (like in DukePlus and Attrition) or even the way DNF did it by making Duke invisible while the Holoduke distracts the monsters.
-I don't think there are credits listed anywhere for who did which map.
-Some maps abuse the paletted enemies. For people playing Duke3D 1.3D in DOSBox, this means the paletted enemies have twice as much health.
-Some maps abuse the traps everywhere, so make sure to save often.
-There are various softlocks found in certain maps. I should have mentioned this earlier but I will attempt to describe them in my review when they come up, even if they have been already mentioned by others.
Also, only a couple levels contain secrets, so I will only write secret guides for those levels. If I don't state anything about secrets, then those levels don't have any. I will also mention secret exits locations, as well as the following facts (some were already mentioned):
-E1 only has one secret exit, found on E1L3, which leads to E1L6. The fixed version adds a second secret exit inside a secret area in E1L4, which leads to E1L7. Completing E1L7 in fixed version will also lead correctly to E1L5 instead of E1L8 (User Map).
-E2 has THREE secret exits found in the first three levels, with both E2L1 and E2L3 having the secret exit leading to E2L6 (the infamous level filled with softlocks). If you are playing continuously, it is recommended to take the secret exit early to get rewarded with Devastator. Then ignore the secret exit in E2L3.
-E3 has two secret exits but the secret level order is switched, with the first secret exit sending you to E3L7 and the second secret exit sending you to E3L6. I don't know if this is an oversight but it seems strange, especially if you play in DOS version where it shows the level number on the save/load menus, you will notice that.
And as I already stated, I have played the original version of addon in DOSBox 0.74-3 (Duke3D 1.3D on CGS difficulty) since the end of past month. All kills and secrets were found, except for two levels in E1 where I couldn't get 100% kills due to random bugs/glitches that have occurred in my playthrough.
The review below will focus on the original version of the addon, which also includes misspelled episode/level names. I will do the fixed release (and maybe Demo Version) later this month because it seems a new version of it got uploaded recently by NightFright, just shortly after the topic went up. The download link appears to be the same though, so you can use the same link provided in the OP to download the new version. I also forgot to mention that the Demo Version of the addon is only compatible with the ATOMIC EDITION (same goes to the Fixed Version) but the original CD version of the addon is for all Duke3d versions.
Let's begin!
ARTIC ASSAULT
Outskirts
Kills: 22
Secrets: 1
Duke must grab the shotgun and jump out of the helicopter but also make sure he lands in water. If you don't know where the water is located, Duke will fall to his death by landing on the hard icy surface. Happened to me twice, don't laugh. I expected the water to be nearby like every other user map out there that starts Duke like that.
Afterwards, Duke must swim through a tunnel, killing sharks on his way before resurfacing. But don't worry, it gets worse. The tunnel with electrified floors and sentry drones is apparently the worst part of the map and what brought the last/third death. It's not as bad as it sounds, the player just has to collect the Boots beforehand, kill the drones carefully, grab a pipebomb, destroy the tripmines (make sure they all get activated before you throw the bomb) and activate the switch that turns off the forcefield, so you can continue with the map. You get another pair of boots, so you don't lose health on the way back, though you still need to be quick to not have the old boots run out, since you might be low on health at this point. The rest of the level is not that bad. And as Quacken pointed out, you don't need the Red Card to finish the level, you can just reach that ledge by jumping.
Secret: When you reach the second part of the map, there are a bunch of barrels. Destroy them and go check out the wall at the end on the left side. Inside, you can find Scuba Gear and Atomic Health.
The only difference between the skill settings here is an extra shark present only on CGS and above. I wish I was kidding, that's how poorly implemented the difficulties are in this addon, as you will also see in many other levels.
Oh and I realized (though not fully confirmed) the sharks don't credit you with any kills in the original 1.3D release, considering I only had 22 enemies killed when I finished the level but I also had no enemies missed. I know that in the Atomic Edition and source ports, they are made bigger, less aggressive and they credit you with one kill but still not count as actual enemies.
Overall, this was an average starting level.
Slime Station
Kills: 56 (1 missed)
Secrets: 3
Although I appreciate the concept of this level, I felt like this one was really damn annoying. Not only it was easy to get smashed by the trains but also the pig cops were really annoying here with their constant sniping and high damage output. They were really hard to hit, yet they had no problem hitting Duke back. Despite starting with 150 health and 90 armor, I got killed twice by those fucking pig cops on the trains but also a couple deaths caused by getting smashed by the trains when I attempted to jump inside and get the cards.
And if that wasn't enough, I even managed to miss an enemy somewhere in the map but that enemy either disappeared into the walls or it got smashed by the trains and then it got deleted from the game. If that happens, goodbye 100% kills, at least in the DOS version. Though this is fixed in eduke32 (2017 and newer builds), so you get credited the kill if the enemies get smashed by the trains. And considering the enemies are everywhere, it's almost impossible to kill them quickly to prevent such catastrophe from occurring.
Here is another notable thing about the map: the blue & red cards are on the trains but usually you can't grab them without getting smashed by them. Sometimes it works, other times it doesn't. But what usually works is jumping from a specific spot. You should see a colored arrow (blue or red) at two points in the map. These show you where you have to jump and what card type you need to collect from the spot.
Once you got the keycards, you can reach the exit guarded by several enemies. And if you want to explore further for getting various goodies and fighting more enemies, go ahead. Make sure to also get the Jetpack, as it is the ONLY ONE in the entire episode!
Secrets:
1) Near the Red Arrow, blow up the crack to collect Devastator and 2x ammo for it, but watch out for the Sentry Drone waiting inside the secret place.
2) Blow up one of the cracks to collect 3x Atomic Health. It is located at few meters away from the Shrinker weapon pickup.
3) Inside the room with a switch in middle guarded by Octabrains and Commanders, check any of the sides. The right side counts as the secret area but you can go any way you want, just explore the whole vent. Inside the vent, you can find 5x Small Medkit but also a bunch of ammo packs and Steroids.
The only difference between difficulty settings is a few extra enemies on CGS and the Jetpack is only available if you are playing on LR and above.
Overall, this level was quite frustrating with cheap instant-deaths but the concept was great, even if its execution wasn't the best.
Cop City
Kills: 100
Secrets: 3
Finally a level that seems decent enough, at least the city part of the level. The sewer sections aren't anything special and they are quite dark, making navigation confusing. Gets extra points for including exactly 100 enemies in the level.
It is even possible to get softlocked but if you are playing continuously, you don't have to worry because the Jetpack you have acquired in the previous level will help you to get unstuck and even reach one secret area, as Aleks pointed out.
There are some pretty good fights in this level, such as the part inside the Police Station where you get to fight THREE Mini Battlelords waiting outside but also a bunch of pig cops for good measure. On top of that, there are some enemy spawns, mostly involving troopers and other surprises awaiting. But for the most part, you get to fight Pig Cops, as you can expect from a level named like that.
Secrets:
1) Near the police station, there is a crack. Blow it up and go near it to activate a hidden elevator or just fly directly with the Jetpack acquired from previous level to collect 2x Atomic Health.
2) Inside the cinema, press on the blue poster
SISTER ACT III and jump inside to collect an Atomic Health.
3) Near the police station, look for a big window. Use the Jetpack acquired from the previous level to fly at the window and go through to collect an RPG. Note that this will spawn two troopers nearby.
Secret Exit: Located inside the dark sewers, there is a path you can go through. Watch out for two sentry drones guarding a Portable Medkit. Afterwards, climb and you should find the secret exit of the episode.
The only difference between difficulty levels is that there is an extra Pig Cop and Mini Battlelord present on CGS and above, while one Mini Battlelord is present on LR and above. In other words, difficulty mostly decides how many Mini Battlelords you face in this level.
Overall, this level was challenging and interesting without being too frustrating. Probably one of the highlights of E1 and the entire Duke Zone II package.
A Quicky
Kills: 33
Secrets: 1
A somewhat short secret map. Interestingly, I don't remember this map at all. I don't know if back then I missed the secret exit or something but this one was a bit of a surprise because I simply could not remember this map at all.
This map feels bland and dark at times but it provides some good action. The commanders on the moon can be taken out carefully with the Shrinker. Just look around the corners to not get surprise attacked.
Secret: Right behind the Armor at start of level, open the window where the Armor is sitting and jump inside to collect Night Vision Goggles.
Note: If you are playing continuously and have full armor from the previous level and don't get hit, you can collect the NVG secret without picking up the armor. But if you get hit, then ignore the secret and come back later when you have cleared the whole level and backtracked, so the armor pickup isn't wasted in the process. Pistol starters obviously want the armor and secret as soon as possible.
The only difference between difficulty settings is that there are a few extra Commanders and one extra Trooper present on CGS and above.
Overall, the level was okay I guess and provided some decent challenge too. I only wish the first half of the level was less confusing with the progression.
Opening Night
Kills: 68
Secrets: 5
Although this looks like it could have been another highlight of the package, this is a potentially fun map that is dragged down by some absolute bullshit design choices. And no I'm not talking about those ROTT flame traps (unused in original Duke3D levels), I didn't mind seeing them used here, even if their active sound can get annoying after a while.
The first thing to note is the random bullshit ambushes, ranging from enemies silently spawning behind you to the random explosions in your face. Like that Atomic Health trap, the explosions are already bad enough and if you survive, those tripmines will surely kill you. Even remembering this section from past playthroughs, I still managed to die at least once at this stupid trap.
And then I got killed a few more times inside that building because I was down to about 30 health and constantly starving for some health packs. Unlike
Cop City, which had a few water fountains and was also generous with health, there are no water fountains anywhere in this map and the health is already scarce as well, plus only one armor pickup because the other armor was marked as Multiplayer-Only. Same applies to the map's only Portable Medkit, it was marked as MP only, so you will have to suffer in SP mode.
I pushed through and managed to do the map with some save-scumming and even ended up with 200 health and full armor at the end thanks to keeping those essential supplies. That's why I prefer finishing levels with as much health/armor as possible, to compensate for the lack of supplies in the next map.
As I'm reviewing the original version of the addon, I am not talking about the newly added secret exit. I will go through the EDuke32 fixed version in the next couple days while giving my final thoughts on this addon when the month is nearing end.
Secrets:
1) Before leaving the first area and entering the middle part of the level with the cross-shaped pool, there is some Shotgun ammo you can find inside a box.
2) In the lava area with the Mini Battlelord, there is one hidden spot that contains Atomic Health and Boots.
3) In the middle part of the level with the cross-shaped pool, on the left side, there is a very well hidden switch behind the tree in the corner. The switch may be glitchy and require multiple presses. It will temporary open a platform nearby that leads to a RPG and a teleporter.
4) In the middle part of the level with the cross-shaped pool, just next to the Yellow card slot, go to right side and jump through the wall to collect a Chaingun. This may be where the new secret exit was added in the Fixed Version of the addon.
5) At the end of the level, right behind the normal exit, there is an Atomic Health and Shotgun ammo to collect.
After taking a quick look in Mapster, there seems to be no difference between the skill levels. None of the enemies have any tags present on them, so you get the same enemy count on every skill.
Overall, this was another map that could have been great due to the excellent design but ended up frustrating due to the annoying gameplay. Let's hope the final map doesn't end up disappointing.
Showdown
Kills: 167 (2 missed)
Secrets: 2
This level is also available in the demo version, with the only difference being the boss replaced with a sign that tells you to go to the store and buy the full game. The same would happen with Duke Nuclear Winter later that year where Simply Silly Software made a free demo version with just first level that tells you to buy the game when you reach the end.
Anyway, here we have the finale of the first episode, with plenty of amazing action that involves jumping from building to building while fighting swarms of spawning monsters. As epic as that sounds, there are a couple problems:
1) The jetpack doesn't exist in this level, so if you are pistol starting, you must not fall down or else you die. On a continuous run, you have to use the Jetpack that you got back in E1L2 and hope you still have plenty of fuel left! Usually, the original Duke3D levels were fairly generous with the jetpacks but here they were quite stingy with them, only supplying like one for each episode.
2) Due to being surrounded by monsters from multiple sides, it is easy to lose health quickly if you are not careful or not killing the enemies quickly before they have a chance to attack.
3) The enemies can fall off the buildings, preventing 100% completion. No, they are unaffected by fall damage (unless they are nearly dead) and most likely the Commanders will descend and become unreachable. Even after I tried going down with the Jetpack and sacrifice 25% of fuel going up while killing some hidden monsters, I still had TWO enemies missed somewhere. Most likely they disappeared off the map or whatever, which was the second and last time in Duke Zone II where I couldn't get 100% kills.
Anyway, to fight the boss, you just need the three cards in order to unlock the last door. Kill a couple turrets and drones waiting you, then the Cycloid is now revealed. Kill him with the Devastator and watch the original E1 cutscene because the devs couldn't be bothered to implement new cutscenes. And while I also find using Cycloid here as an odd choice (he also appears in the next episodes), it's important to remember he can't move out of the spot he is placed in (he can only move on certain type of sectors), this ensures he doesn't fall off the building. Other bosses would have most likely fell out of the building if they chased Duke around. But as side effect, this makes the Cycloid easy to kill, since you can stay behind the wall and he won't hit you.
Secrets:
1) Blow up a crack to find inside 2x Troopers, 2X Boxes of Pipebombs, 2x Atomic Healths.
2) Blow up a crack to find 2x Atomic Healths (only available for Let's Rock and above).
The only difference between the difficulty settings is the second secret has stuff available on LR and above, while a couple extra enemies are only present on CGS and above. But considering the spawns are unaffected by skill settings, there is not too much of a difference. But hey, at least they tried to do something, much better than the levels where they didn't put any effort in implementing difficulty settings.
Overall, this was a fine way to end the first episode and it ended up being a somewhat memorable experience, even if some parts could have been better designed. I only wish there was a Jetpack added at least at the end and maybe some more polish in some areas.
4 Way Stop
Kills: 83
Secrets: 0
This level is not accessible in the original version of the addon unless you use the command line parameters and it has to be done within DUKE3D.EXE, not from the launcher D!Z2.EXE.
Here are the parameters for those interested:
DUKE3D.EXE /GDUKE!ZON.GRP /XDZ-GAME.CON /V1 /L7 /S3
In the fixed release for EDuke32, the level is accessed from E1L4.
Anyway, when you start the level, you will see two ladies in the starting room, their size varying depending on whether you play the original or fixed version. And then as soon as you will step out of building, it will all start to become familiar...if you have played Duke Nuclear Winter before...and explored the hidden level.
That's because this level was later repurposed in
Duke: Nuclear Winter as
E2L8: Santamatch. Funnily enough, it was also only accessible from the command line parameters. But the level was covered in snow and featured no monsters, as it was a Deathmatch only level.
This time, you get to see what it was like originally as a Single Player level. And it is quite painful I must say, especially with the swarms of aliens at start, Mini Battlelords lurking in the corners, paletted enemies (Gray Pig Cops and Shadow Enforcers being the most notable ones) and the lack of Atomic Health pickups, you are guaranteed to die a few times.
Though the regular health pickups are plentiful (including many water fountains), it is still somewhat difficult to survive due to the tougher enemies swarming this place. And the armor is only found in one spot (surrounded by many pig cops/enforcers inside a building) or you can get lucky with an early drop from a pig cop, which will make things slightly easier.
Once you activate the four switches scattered around, go to the outside area and the exit is now open. And of course finishing 4 Way Stop will send you to the next level, which doesn't exist. It was fixed in the EDuke32 release to send you to E1L5 instead of E1L8, so you can finish the episode.
I'm still not sure why this wasn't made available as a secret level in the original release. I know the original Duke3D had some hardcoded behavior regarding E1L7 and later on the E1 slot but I'm pretty sure secret exits still worked fine if they were tagged properly, that's also how other mod makers got around when making E1 replacements with more than 6-7 levels.
The only difference between the difficulty levels is an extra commander present on LR and above, as well as a bunch of enemies present on CGS and above.
Overall, this level was okay, if not somewhat bland at times. Leaving aside some odd design choices. I think it would have worked well as a secret level if it was added from the beginning but it wouldn't have hurt to place some Atomic Health somewhere (maybe in the exit room?) to reward you if you have found this level during the game.
Episode 1 overall: A mixed bag with some beautiful and decent levels but also some really annoying and painfully designed ones. For better or for worse, these levels appear to be the most consistent and polished from the entire package, as you will see what awaits next in E2 and E3.