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Duke Map/Mod of the Month Club - April 2025  "Bob Averill & the BOBSP Series"

User is online   quakis 

#1

As discussed in this thread, Fistmarine has stepped down from hosting further DMOTM threads, so thank you Fistmarine for keeping this event active for as long as you have!

Seeing as I didn't want DMOTM to wither away as it not only helped me break out of my writing lull, it's also one of the few opportunities these days for the community to discuss (and later read) about past works, I'll be attempting to keep this running for the foreseeable future. Going forward I may stick to keeping our playlists more bitsized and might even consider revisiting a couple of works during previous sessions that didn't get much time under the spotlight, but I'll look into those later. For now I'll be keeping things simple as I ease into this role as host.

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 29 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 2024 Editions


Previous 2023 Editions


Previous 2022 Editions


Previous 2021 Editions


We're starting a bit late this month, so to keep things simple while I settle into starting these events, I wanted to focus on Bob Averill's work which should be manageable with the time we have left during April considering most of them are short experiences. Surprisingly these levels haven't been covered during prior DMOTM sessions yet and recently they've been on my mind.

The original BOBSP trilogy released between 1999 - 2002 was influential for showcasing that BUILD and DUKE3D could be pushed much further than perceived at the time, using a familiar mechanics twisted in different ways and combining many of them for a particular style of play. Averill would later pop in to the community to release BOBSPX (2007), designed with the HRP in mind and BOBSP4 (2013), a conceptual level focused around scuba gear and the ocean depths. Of special note are the words left at the bottom of BOBSP1 and BOBSP4's txt files left to inspire mappers who take the time to read them.

Downloads:

BOBSP SERIES

BOBSP1: Foreboding
MSDN https://msdn.duke4.net/hotbobsp1.php
Dukeworld https://dukeworld.co.../a-e/bobsp1.zip

BOBSP2: Paranoia
MSDN https://msdn.duke4.net/hotbobsp2.php
Dukeworld https://dukeworld.co.../a-e/bobsp2.zip

BOBSP3: Full For Vengeance
MSDN https://msdn.duke4.net/hotbobsp3.php
Dukeworld https://dukeworld.co.../a-e/bobsp3.zip

BOBSPX: Xenocide
MSDN https://msdn.duke4.net/hotbobspx.php
Dukeworld https://dukeworld.co.../a-e/bobspx.zip

BOBSP4: Sub Species
MSDN https://msdn.duke4.net/hotbobsp4.php

DUKEMATCH LEVELS

BOBDM1
MSDN https://msdn.duke4.net/dmbobdm1.php
Dukeworld https://dukeworld.co.../a-e/bobdm1.zip

BOBDM2
MSDN https://msdn.duke4.net/dmbobdm2.php
Dukeworld https://dukeworld.co.../a-e/bobdm2.zip

Morpheus
MSDN https://msdn.duke4.net/dmmorpheus.php
Dukeworld https://dukeworld.co...-o/morpheus.zip

Halflife Frenzy
Dukeword https://dukeworld.co...-j/halflife.zip
8

User is offline   NNC 

#2

I remember this BobSP was a big thing, basically created lots of neat effects and superb details. They were tech demos though, the levels themselves weren't that great.

Then Averill returned much later with a map full underwater with constant oppression of losing my scuba gear and the map was filled with underwater drones and such. I rarely played usermaps from the last 1.5 decade, but I certainly played that one.

This post has been edited by NNC: 14 April 2025 - 09:18 AM

5

User is offline   Quacken 

#3

We are meteoric levels of back right now.

Foreboding

Foreboding is a short tech demo map with not much to do except what Averill tells you to do. They were right in that text file - This is some seriously impressive tech for 1999, and way better than whatever the hell Last Reaction and Water Bases were doing the same year. And while we're at it, it's better than most releases in the early 2000s. You've got custom keys, security cameras that double as message screens and update in response to your progress, great use of bridge textures and doors that move in funky patterns. There's no monsters here though and it's pretty short. I ended up finishing by accident and looking a little confused. Foreboding was ahead of the rest of the Duke 3D mappers by about 19 years, but it would be nice if there was an actual map attached to it.

7/10.

Paranoia

Paranoia still keeps most of the same vibes, but now it has 35 monsters and a fancy custom MIDI. I don't know if Averill was having an off day, but combat isn't their best card in this deck. The LARD train crashing into the wall looks great, but it has some collision that makes it oddly hard to shoot into the train from outside it. I wasted about four shots trying to nail the Enforcers inside and when I was done I had zero shells left. The Battlelord sets a trap behind the 3D Blue Key. Not only will you pretty much always get hurt by the blast, but you can't run out of the hole the explosion creates or even throw Pipe Bombs into it unless you stand right in front of the hole. This is also another map that ends with a walkable exit, so I went towards the carriage at the back of the final fight and got my confused face on again. Paranoia definitely took a lot of time to make, but could have benefitted by being a little longer.

7/10.
6

User is offline   ck3D 

#4

Thank you for picking MotM duties back up.

Least we forget this also recently was revealed to be a Bob map released under a different alias: https://msdn.duke4.n...otduketroid.php

This post has been edited by ck3D: 15 April 2025 - 01:36 AM

7

User is online   quakis 

#5

View Postck3D, on 15 April 2025 - 01:33 AM, said:

Least we forget this also recently was revealed to be a Bob map released under a different alias: https://msdn.duke4.n...otduketroid.php

Honestly one of the biggest curiosities I've been told about as of late, although was hesitant about including it without having the necessary details while still wrapping my head around it. We should definitely include this as part of April's playlist. Duketroid's txt file also includes large sections similar to the BOBSP4 txt file talking about untapped gameplay concepts possible within Duke3D. The level itself also has a similar pacing as BOBSP 1 & 2 with how it feels more like a showcase of ideas, taking each item and doing something brief with it before moving onto the next, each chamber like it's own museum exhibit and feels less like a map-wide metroidvania world to explore using these items; I guess that job was for others to pick up on. Now I wonder if this map had some influence on Yellow: Mirror's gameplay perhaps?


Although already mentioned in my TAW Thread, it's also relevant here, I've written an article about BOBSP1 that reads less like a typical review per se, talking more about my personal history with the level, its influences on others and breaking down some of the effects at play. You can read it here: https://taw.duke4.ne.../duke3d/bobsp1/
5

User is offline   Merlijn 

#6

Thanks for picking up the mantle, Quakis! It's great to see the DMOTM series continue.

I also read your review for Bobsp1 and it was a great read. It's a shame that so much information from that era is lost (sometimes I still miss the old AMC forums) but at least these maps are still here.
On that note, the MSDN review links to an old map pack. This is a compilation of classic maps, but oddly enough it doesn't feature the Bobsp maps! Perhaps an oversight from Mikko..

Anyway, I have replayed the first 2 Bobsp maps, for the first time in ages. So let's jump right in.

Bobsp1

Would it be an overstatement to call this one of the most influential maps ever? Well, probably not. Bob introduced a ton of new effects and a design style that had a lasting impact on DN3D mapping.
In fact, the motherboard mechanic is still being used in 2025, as evidenced by the recently released OGBB2. As for the map itself, in terms of gameplay there's not much to it. You move through a couple of corridors,
solve a couple of simple puzzles and exit.

Every mapper, including myself, at least took some elements from the Bob series. In my case, I have used the clearwater and ladder effects on several occassions.

One large drawback of this type of design is that it eats away resources like crazy. As a result, the maps are very small and compact. This style of mapping didn't fully blossom until the limits were expended.
So for new players, this will be mostly a curiosity, a virtual trip to a museum if you will. I do remember being not too impressed with the sector-hungry hallways, finding them to be a bit of a show-off and unpractical.
However, it can't be denied that Bob has full control over the texture set and knew exactly what he was doing.

One last thing, somehow the map still managed to create a foreboding and opressive atmosphere, despite (or thanks to?) the complete abscense of aliens.

The Bobsp2 review will follow later :)

This post has been edited by Merlijn: 18 April 2025 - 12:54 PM

5

User is offline   FistMarine 

#7

Hello everyone! Thank you very much for all your responses in the other topic, I really appreciate all of them! :)

And also many thanks to Quakis for continuing the DMOTM event and let's hope it's going to last a long time! Great choice for Bob Averill for this month as well and a great start for the 2025 Editions.

Not to mention that today is the 29th anniversary of Duke Nukem 3D: Full Version v1.3D! Happy birthday to the legendary game!

I am well aware of Bob Averill's maps, except for the Duketroid map that ck3D linked above, this came as a surprise, as I had no idea Bob released a map under a different name. :P

I remember playing BobSP maps back in 2010 or so for the first time and I liked them. I remember replaying them again once or twice in the following years, though I only did that in the EDuke32 source port.

The maps are all made for the Atomic Edition but only the first three (and the DM maps I guess) are compatable with the DOS version. Starting with BobSPX, source ports are required. According to the text file, BobSPX was made for JFDuke3D but it should work fine in EDuke32, while BobSP4 and Duketroid are strictly designed for EDuke32. HRP seems recommended but I think the maps are playable without it.

It's also worth mentioning that Bob's maps have no difficulty settings implemented, which means skills 1-3 are identical in terms of gameplay, so just pick Come Get Some for the intended experience.

A small note about BobSPX because apparently, it had a few different releases over the years. I learned many years ago that there are about four of them, mostly in regards to how the level finishes, with or without boss fight.

The original release, linked in the OP, has a game.con file included which alters two things:
1) Protector Drone uses the Enforcer's spit attack instead of shrink attack;
2) Mini Alien Queen drops the Blue Access Card upon dying and allows for escaping and finishing the level.

Other releases lack the game.con file and either remove the Mini Queen entirely (replacing her with the access card) or include the boss but ALSO an Access Card to allow escaping. More on that when the time comes for reviewing that map, since I need to do some more research beforehand, mostly in regards to the available versions.

And finally, I want to mention that BobSP series should also be already included in the EDuke32 Addon Compilation. I guess the mainline series can be played as an episode (with the option to keep the stuff between the levels) and the BobSPX version included in that package is a different one compared to the available releases.

BobSP Series are also available on Steam Workshop for both Duke Nukem 3D re-releases!
Megaton Edition: https://steamcommuni...s/?id=227710775
World Tour: https://steamcommuni.../?id=2952739769

Anyway, I decided to join for this month because I was in the mood for some Duke and what better time than to do this on Duke Nukem 3D's anniversary, no less! :D

Although, I had played the maps yesterday but the review is written today, so my point still stands. I did it with the usual settings: Duke Nukem 3D: Atomic Edition v1.5, CGS difficulty, all kills and secrets, keyboard only, DOSBox 0.74-3. Saves are allowed. This post only covers the first three levels, which are all DOS compatible: Bobsp1, BOBSP2, Bobsp3.

BobSP1: Foreboding

The first map is fairly short, lacks any enemies and secrets but it makes up with excellent visuals, including mapping tricks introduced all the way back in 1999. I always loved the feature of picking up random objects and using them as keys in various user maps, it always brings me a smile to the face.

Gameplay consists of pressing some buttons, shooting two switches with the pistol and using a keycard. Not much else to say, other than finishing the level sends you to Hollywood Holocaust, due to how the ending sectors worked in the original DOS version of the game.

Nice map overall.
Attached Image: BOBSP1.png

BobSP2: Paranoia

This time, there are 35 enemies but still no secrets to find. The map is still fairly short and can take a few minutes to complete, although there are a few things to watch out for, such as random explosions that can hurt you, like the one near the beginning where you must kill a bunch of Enforcers coming through a wall.

Even with the resources provided, health can be a bit scarce at times, especially if you get hit by those damn explosions at various times. I was lucky I didn't die but I was down to 30 health by the end. Armor also definitely helped when it was given because without it, I would have ran out of health towards the end.

Ammo distribution is fine. I ended up mostly using the Chaingun because I got a few ammo drops early on, that I could use it mostly against everything, starting with the Battlelord ambush. There is also the Protozoid Slimer ambush but they can be killed with just the mighty foot. And then a couple more enemies appearing towards the exit and that's pretty much it.

Combat mostly consists against weaker monsters with a Mini Battlelord being included too. The map ended a bit sooner than I expected, as Duke exits upon stepping into the tram (which again, sends you to Hollywood Holocaust) but the experience was still nice in the end, with the various mapping effects being still impressive at times.

Puzzles are kept to a minimum, with the trickiest part being the one where you must swim and navigate in the acid. You are given the Protective Boots in advance and you must be quick because this is the toxic acid from The Birth, which drains your boots/health at an incredibly high rate!

Another nice map. Looking forward to the sequel!
Attached Image: BOBSP2.png

BobSP3: Fuel For Vengeance

As soon as you begin, be sure to stand back to minimize the damage taken from explosions or else you will suffer and begin the map with less than half health. Luckily, one early secret helped a lot with the health, so it kept things mostly balanced for the rest of the map.

This time, in addition to the 60 enemies, there are two secrets to find! Make sure to find them before dropping down in the lava, since there is no way back! There are also a few unofficial secrets, some of which contain goodies such as Atomic Health and Protective Boots. And then one funny secret which contains cheese, which is nicely done in kind of a DukeCute way.

Just like the previous map, combat can be a bit cramped at times and there are times where you will be fighting against Sentry Drones and Assault Commanders in close quarters, so you must be careful to not take damage from the explosions. On top of that, there are hitscanners around the corners, so advance carefully! You are given plenty of ammo, especially for the Shotgun early on and later for the Chaingun and RPG. So if you don't mind shotgunning the Commanders, especially the ambush that features TWO of them at once, you should be fine with some patience.

There are a few puzzles to solve, mostly involving those button puzzles, which are actually three in a row, before you are able to take down the elevator into the mines.

Speaking of which, for completionists out there, this map features one or two points of no return. The first one can happen when you take down the elevator (in the cave where you get ambushed by the pair of Commanders) and then send it back up without riding it. You will be unable to call it back again, so if you need to get the two secrets and/or left some health above, you can't go back anymore! Hope you have an earlier saved game!

The second point of no return is found after dropping down in the lava. Be sure to get the hidden Atomic Health and Protective Boots in advance! And also watch out for that random explosion in the wall awaiting you down there!

The map culminates in some epic battles, involving hordes of aliens and a boss fight against the Battlelord! Just be wary of running forward as soon as you press the switch, as the Battlelord will be spawned directly behind you, which can result into instant death! Though luckily I didn't get instantly killed this time but still worth noting because it is possible to happen, if I remember correctly from past playthroughs.

The solution for this boss fight is rather simple. Upon pressing the switch, just go back to the platform from earlier which contained all that ammo and fire RPG at him! He will be unable to reach you and he is not too accurate at a distance, plus he mostly walks in place and becomes an easy target. Pump 30 or so rockets into him until he dies!

Secrets:
1) At the very beginning, take care of the aliens and then climb the rocks on the left side. You should reach the secret place containing an Atomic Health, a burning Duke and a hidden message.
2) Shortly afterwards, upon taking care of the Pig Cop Tank and entering the cave, press on the left wall to reveal a secret room containing 2x Small Medkit, Shotgun ammo and a hidden message.

Overall, this map was pretty nice. Although I don't think it would have hurt to have an armor pickup early in the level instead of relying on random drops from Pig Cops, as it is possible to not get any armor drops at all. At least you get a decent amount of health available, with Portable Medkit provided halfway through, as well as an Armor pickup and Atomic Healths towards the end.
Attached Image: BOBSP3.png

So far, I had fun revisiting the maps and I am looking forward to play the next three SP maps soon. I might check the DM maps as well, at least for a quick mention/review of them in the next post.

Once again, Happy 29th Birthday to Duke Nukem 3D: Full Version v1.3D! Have a nice weekend everybody and have a nice Easter with your family! ;)
3

User is offline   Merlijn 

#8

Bobsp2

The 2nd map in the series is very much in vein of the previous installment, except that this time Bob didn't forget to add enemies.

(I'm pretty sure Bob said at one point that he simply forgot to add enemies in the first map, but I can't find the quote anymore.
It might have been on AMC, he briefly was there during the release of BobspX).

The Quake/Unreal influences are even more clear here, and the level of detail still looks good. Bob shows nice control of geometry (especially arches) and texturing is all around great.
Something that isn't mentioned that often is that Bob is also pretty good at environmental storytelling. The text file mentions the worn down/abandoned state of the base and this is visible in the design.
There's some cute little details, like the bucket catching water from a leaking pipe.

On that note, the way enemies are introduced here fit with the overal story and the lack of enemies in the previous entry (wether that was intentional or not). There are still no enemies in the base itself.
Instead, they attack the place from the outside. The first enforcers ram the wall with their 'LARD' vehicle, which is a pretty cool sequence in itself. Later on, the aliens blow a hole in the wall and bust in from the outside.
This does give the series an extra layer, and as we will find out it's in line with the next installment. The aliens are coming from a broken mothership, stranded on a nearby island, and are there to steal the reactor.

Although I never used much "bobsp-inspired" design myself, the enemy ambushes must have left an impression, as I started experimenting with similar scenario's soon after.

One last note on the term "bobsp-inspired", I found this amusing quote on DN-R:

Quote

BobSP Inspired [insert]: The general label given to anything which resembles (or loosely follows) the BobSP style, that is; really bloody compact, resource/sector chewing and monstrously detailed. BobSP inspired automobiles for example are only two feet long and weigh three to four tons, depending on whether any BobSP inspired people are inside (such people are generally very short and complex enough to send Freud rolling in his grave). BobSP inspired Duke levels on the other hand take the engine to its limits and the architecture and effects are unnecessarily overcomplicated, and while this may look pretty to some it's not exactly in the spirit of Duke. It also severely restricts the size of levels, or at least it did before the JFDuke/EDuke32 ports increased the limits, but for all BobSP maps made prior to these ports they were generally very short. Bad notes aside, it does look very nice and is a welcome change at times.

5

User is online   quakis 

#9

I'm currently drafting up my writeups for BOBSP2 & 3, hoping to have at least one (maybe both) of these ready before the end of this month's DMOTM as I've wanted to prioritise the classic trilogy for now on TAW. The other releases will likely be dotted around later in the year.


Voting Time
It's time we start the selection voting for MAY! Continuing to keep the event bitesized, here are some current ideas. Feel free to make suggestions:

  • High Treason's levels, as was suggested via Duke4 discord, possibly focusing on their 8 singular releases. Latest episode release is optional (or we put under the spotlight for another time).
  • KaiseR's levels, 9 singular releases
  • Selection of various individual maps I have in mind (similar to the NOV2021 event)

0

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