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Trilogy Map Series - Duke Map/Mod of the Month Club October 2025  "7 Sets of Trilogy Maps up for discussion!"

User is offline   quakis 

#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 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 2025 Editions

Previous 2024 Editions

Previous 2023 Editions

Previous 2022 Editions

Previous 2021 Editions


October 2025 Event
I've been considering putting DMOTM on hold until there's a larger demand for these discussions again, attention has sadly been declining for a while now even before I took the mantle. No blame to anyone as we've all had other priorities, DMOTM filled a void at a time when it was needed most. Rather than force these threads to continue on and fizzle out, it would be better to end on a high note. I'm always up for hosting them again when the demand arises.

For October we'll be looking at maps that were released only as trilogies (afaik & at the time of writing). I've taken suggestions from NNC and threw in a couple of others for additional variety. 21 total maps, don't feel obliged to play everything. Maybe you'll discover something new here!

Trilogy Map Series

Aqua Series - Ben Roffelsen
Attached Image: oct001.jpg Attached Image: oct002.jpg Attached Image: oct003.jpg
Downloads:
Aqua 1 (1996) MSDN / Scent88 / Dukemaps.net
Aqua 2 (1996) MSDN / Scent88 / Dukemaps.net
Aqua 3 (1996) MSDN / Scent88 / Dukemaps.net

Boxes and Doors Series - Daniel Skladany
Attached Image: oct004.jpg Attached Image: oct005.jpg Attached Image: oct006.jpg
Downloads:
Boxes and Doors 1 (2021) MSDN
Boxes and Doors 2 (2024) MSDN
Boxes and Doors 3 (2025) MSDN <- This package includes all three, up-to-date levels

Skycity Series - ilovefoxes
Attached Image: oct007.jpg Attached Image: oct008.jpg Attached Image: oct009.jpg
Downloads:
Skycity 1 (2008) MSDN / Scent88
Skycity 2 (2008) MSDN / Scent88
Skycity 3 (2008) MSDN / Scent88

Munasta Series - Phoenix
Attached Image: oct010.jpg Attached Image: oct011.jpg Attached Image: oct012.jpg
Downloads:
Munasta Part 1 (2004) MSDN
Munasta Part 2 (2005) MSDN
Munasta Part 3 (2005) MSDN

Turok Series - Duke64Nukem
Attached Image: oct013.jpg Attached Image: oct014.jpg Attached Image: oct015.jpg
Downloads:
Turok 1 (2014) Scent88 / Dukemaps.net
Turok 2 (2014) Scent88 / Dukemaps.net
Turok 3 (2017) Scent88 / Dukemaps.net

JMW-SP Series - JMW
Attached Image: oct016.jpg Attached Image: oct017.jpg Attached Image: oct018.jpg
Downloads:
JMW-SP1 (2014) MSDN / Scent88
JMW-SP2 (2014) MSDN (alt) / Scent88
JMW-SP3 - Devil's Gate (2018) MSDN / Scent88

Rendezvous Series - Henri "RazorZ" K.
Attached Image: oct019.jpg Attached Image: oct020.jpg Attached Image: oct021.jpg
Downloads:
Resistance Rocks (2009) MSDN / Scent88 / Dukemaps.net
Demolition Plant (2010) MSDN / Scent88 / Dukemaps.net
Mincer City (2010) MSDN / Scent88 / Dukemaps.net

This post has been edited by quakis: 05 October 2025 - 03:36 AM

4

User is offline   NNC 

#2

Both the Aqua series and the Boxes and Doors maps meant a lot to me, so I'm hyped for this particular edition (despite my fears that nobody else will be involved).

Aqua was a product of it's time, it was probably the earliest free mini-episode for this game, and I think it was one of the best mapsets for 1996. I actually think Ben Roffelsen was a very talented mapper regarding how to construct classic style levels with very good flow. I guess the water base theme helps a lot as all the assets are there to have one in the commercial game, yet, none of the original devs managed to create one with this theme. Probably that's a reason why I happened to treat both Aqua and LRWB episode 2 as something "commercial" alike.

The problems with the maps (particularly with the first one) are obvious though, and they are very 1996-ish. The rooms and corridors are extremely cramped, to the level that the commanders and battlelords move awkwardly in them. Texturing could also be better sometimes, although the flashy colours give a nice vibe to the maps. Despite these problems, Aqua maps aged surprisingly well, because they are constructed similarly to the original maps (and something that is non-present is 99% of the much better designed maps). It moves fast, never overstays it's welcome, levels are 9-15 minute long with different sub-themes, and solid flow in monster placement (except for the battlelords in Aqua 2 and 3). It also has the solid tendency to change the theme heavily after hitting a switch or finding a keycard. For example in Aqua 1, I like how the submarine segment opens up when you unlock the big door.

Aqua 2's tritanium mine theme looks as amazing as it looked in 1996. I suspect it was a big inspiration for George W Bernard, when he created his underwater mines in LRWB. Probably the best part in the mapset. I actually like the prison segment in Aqua 3. It looks unique and never seen anything like that since.

Overall, recommended to play these for curiosity and entertainment.

Boxes and Doors will come later, in an even more detailed post....
3

User is offline   Aleks 

#3

I've been slacking with these, but seems like a good month(s) to come back. I haven't played Turok, Munasta or Rendezvous series (the latter two don't even ring a bell to be honest), the others are all fine choices. Especially glad to see some shine given to JMW series, which are quite cool maps with some neat texturing/strong lines kind of style (RegiNukem on steroids).
2

User is offline   NNC 

#4

Actually Aqua 1 has a slightly different version in Dukeworld named "dnaqua.map". with the text file saying the next map will be watrbase.map and the opening room is different (worse, with a slope instead of stairs and a few others). Watrbase.map ended up being Aqua2.

I recommend playing it (and the other trilogies maybe) with renaming them to E1L9 to E1L11. It's certainly more interesting to hear streets, watrwrld and even snake, than dethtoll.
1

User is offline   stillTodd 

#5

@quakis Thanks for posting the Boxes And Doors trilogy! I thought I had played every DN3D map known to man - but I didn't know about the third map in that series. It's great, and tough in DukePlus but that's personally how I like it.
1

User is offline   NNC 

#6

It looks like nobody is really interested in these threads anymore, not sure about the reasons, what happened to Quacken, FistMarine, Quakis, etc. Especially this month when we have some real iconic and/or interesting pieces.

Anyway, here is my observations about the Boxes and Doors series:

I'm really a huge fan of Daniel Skladany's mapping. I mean, really, the guy has the talent to work on commercial products, because he has a strong natural eye for a long lost skill what I would call "world building". Back then, when Build mapping was new and there were no community norms, talented mappers shone through their unique visual styles. People like Robert Travis, George W. Bernard, Maarten Pinxten or Pascal Rouaud made their maps, and those maps were recognisable by the first minute (and if copycats arrived, badmouthing followed, ie. with Dogville or Alejandro's EDFSB). Some active mappers, like William Gee or Aymeric Nocus have the traits of world building, but generally I see most modern maps as works of "made by the community".

This is not bad, don't get me wrong, evolution is really important in mapping, but seeing a new mapper, whose style originates in classic Duke levels and Half Life (especially the latter considering the map's progression and atmosphere) is a breath of fresh air. And yes, Boxes and Doors have their own universe, with clearly recognisable texturing, visual narratives and very focused gameplay (except probably the ammo placement, which is the Achilles heel of the maps).

In addition, Daniel seems to be an extremely technical guy, like Allen Blum, his maps are very carefully curated with the clever sector tricks (the slide door trick to have delayed touchplates in BD3 or the floating/breathing alien textures are good examples) or great wall shadings. It's also impressive he doesn't hide things behind strong shading, the maps are actually pretty bright and they are still have their details.

This world building narrative is also helped by Skladany's clever new textures. Instead of relying on the vanilla art, he uses variations almost everywhere and they never look out of place, because they are often modifications, like computer screens with flickering lights, alien slime on different wall types, maskwall variations of solid textures (the spider web in the end of BD2 is my favourite). I strongly recommend everyone to use those new art in their maps, because they add depth to the levels.

As for the maps themselves:

BD1 is probably my favourite, this map really looks like a work made for thesis defence or for a contest, with it's visual and gameplay narratives. I love the secret areas as well. There are always a visual hint for them somewhere, and they look different to the rest of the map, ie. being entire red-lit or going to the base top with outer scenery. Negative is of course ammo shortage, if you choose the "wrong" path, you can end up without proper weapons.

BD2 is probably the least of the trio, but it's still very good. It's kinda interesting how a seemingly space station base transforms into an asteroidal mine. The new textures are great and gameplay is very good, but issues with multiple back tracking and ammo shortage can ruin the experience for first playthrough.

BD3 is great again, it's the most techbase-y with incredibly clever sector effectors and other tricks. It's also a map that seeming share it's place with the upcoming BD4 map, as the inaccessible lunar train and other stuff are already there for a hint, what's coming next.

I really hope this won't end up in a trilogy, and at least BD4 concludes the entire concept (something that was a sore amiss in the end of Aqua trilogy, which concluded with a nice teleport device, but was never continued...)

Overall, keep up the good work, Daniel, hope for more of your maps.
4

User is offline   NNC 

#7

I started playing the Rendezvous series. Never heard of them, despite the various reviews, started with the second one, because the screens were the most promising there. Then continued with the first one, but didn't finish so far, because I was lost in the spacetime.

The actual design of the levels are amazing. Great, coherent texturing, not the hodgepodge we often see in modern maps, also good (albeit too dark) shadows. The layouts are interesting, and how the author always end up blowing walls to previous areas. I like this underused idea.

The problem is: it's extremely hard to navigate due to the nonlinear nature of the maps. What makes it even more critical, especially in the first map, that ammo is appallingly scarce. When I enter a cramped corridor with nothing else but RPG and have to shoot newbeasts, then god mode on is a perfectly sensible thing. The key placement is also pretty annoying, I, for example, didn't find the blue key in the map1, and forgot it's location in map2.

I also think, ambient sounds are sorely missing in canyons with waterfalls and flowing water.

So many minor things that could have made these maps pretty fantastic, and the end result was a mixed bag instead.

I'm also not sure why these threads exist. Everybody checked out by now, and posting gayporn Duke fetish on Discord instead.

This post has been edited by NNC: 15 November 2025 - 02:57 PM

2

User is offline   NNC 

#8

Finished the first map and played the second one once again. I decided to add ambient sounds for personal use, the map is much better with them. Fixed the stupid elevator bug in the second map. Also added a few chaingun and shotgun ammo (not much, 2+2 in the first and 1+1 in second, its still a bit ammo starving, even in LR, but at least not at the start of the maps). For the second time, navigation is much easier, and both maps are so much fun, and design/texturing is lovely. Recommend to play them at night, darkness can be critical at times.

I will play Mincer City a bit later. It seems to borrow art from Total Meltdown, which is a nice touch.

In many aspect this trilogy looks like a bit like Aqua or Boxes and Doors (just in the middle chronologically). Maps with coherent style (this time, the crazy interconnection and sharp shading over clean textures give them an atmosphere), and mini-episodic in nature. Also by an author that is not well-known in the community.

This post has been edited by NNC: 16 November 2025 - 10:22 AM

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