#26
Posted 06 January 2026 - 10:22 PM
I don't think you're being difficult on the map, that is all fair criticism and about the plot, I'm especially satisfied that it seemed to raise more questions than solve. I like to understand Duke as an avatar for the player and play with it sometimes in maps ('first person' is a powerful entitlement that can come with responsibility), and so if the boundaries are not clear in one where I do (and the Blast Radius end game also is a lot like that) then that means I succeeded at whatever the map had to achieve. On the other hand, whenever I don't want to play with feelings all that much is when I make a more straightforward and explicit action map. Just I have made so many of these over the years and now any excuse is good to keep it fresh, be it structural with layout experiments or by using different bits of the Duke 3D emotional palette depending on project.
But yeah, the care center obviously is intended for Duke/the player (but I know it's only obvious once you're already checked in), the döppelgangers have to represent each one a different occurrence of canonically getting ambushed by a Battlelord for Duke, and getting screwed over by terrible Battlelord placement in 30 years of user maps that have been using them for the player. But if one is resilient enough (or just casual with no trauma backlog) then they don't have to subject themselves to the treatment that is the map and they can just leave as soon as they realize where they landed, it makes sense that if they have nothing to overcome then they have won.
The relationship of the map with the game language indeed is funny, you will find that the entire point is it really doesn't use anything that the base game taught (which could be considered part of the treatment as you let go of habits, but then also of your defense), since therapy is for a subject to figure things out - but precisely the Battlelord imagery, also with the bottom floor being an alternate version of his final arena in the original Abyss with extra dimensions to it (which interestingly dumbs it down in a way, or so I find). The 'toilet test' is to check whether Duke shits himself at the apparent sight of the enemy or can keep holding it to the toilet, which is why the switch you have to use to progress makes that sound. But altogether it is a luxury to be able to deliberately go this bold and it only is because I've learned to understand (and am able to verbalize) which precise game language elements it is I'm manipulating (in this case omitting) that I can do it. Under the simplistic umbrella of 'bad design' is a number of tools one can articulate to know not just exactly where they will hit with it but also exactly how, and exactly how hard, but it is some time spent studying the game as well as player psychology fundamentals before getting there. Inherently any mapper taps into it, but control over every aspect of the experience is learned, and what's more, it isn't even complex at all once you recognize the handful of patterns that really matter. Then all that is difficult to escape always is tunnel vision that might get in the way but also sometimes happen to be a strength.
The map does do some cool stuff with architecture all around although it isn't very interesting or noticeable, there is the stacked double city at the end like I've shown which is absurd and unreasonable but somehow ambitious SOS, I think the way the last arena rooftop ties back to the central TROR layer seamlessly through the vent in spite of being completely disconnected is pretty cool but yeah that's about it. Whole clinic is SOS and just TROR'd up but it isn't the most interesting layout (if anything it's a dumbed down version of something else I've been making), I like to push SOS/TROR but it would be wasted effort to put structures with actual functional potential into a joke level, when those ideas can be put to use towards something cooler. I appreciate the feedback and am honored the map reeled you back in!
This post has been edited by ck3D: 07 January 2026 - 12:58 AM
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