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DukeShock 1.0  "One map, many paths : explore, observe, think and adapt."

User is offline   Olipro 

#1

One map, many paths : explore, observe, think and adapt.

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DukeShock is a self-contained metroidvania / immersive-sim-lite experience set inside a 1950s-style secret base built within a tropical volcano. You’re hunting the Overlord, following his bloody footprints through labs, tunnels and decaying retro-tech facilities.

Choose your classes and accumulate them : each one changes how you explore and survive. Observation and reasoning are key : every obstacle has a logical solution depending of your classes ... and sometimes hidden in plain sight. There are no “secrets” because the entire base is a puzzle box waiting to be resolved.

Inspired by System Shock, Metroid serie and Tunic, this map rewards curiosity and attention to detail rather than brute force. Expect a demanding, nonlinear adventure that challenges both skill and perception for a total of 2 to 4 hours of gameplay.

Designed for EDuke32 and beta-tested for stability and deadlock hunting by ck3d, Oxyde and myself.

Download here or download from the attached file.
Installation instructions, if needed, below.


Description


Intro

This map is an "immersive sim metroid-vania lite" in that there is a wide combination of ways to complete it. Every experience should be unique. Players will find solutions on their own that are outside of the scenarios originally intended by the mapper.

How to Play

You should play this like an immersive sim. You'll need to slow down, observe, think, anticipate your choices, and face the consequences. Sometimes you'll have to flee or block enemies. Your resources can run out depending on your choices.

It is recommended that you let the tutorial zone guide you until you reach the pillar with the Battlelord's head before reading on.

However, if you feel lost at the very beginning of the tutorial, read the following :

Quote

The blue world called "Onirism" is split into two zones: a class selector (Duke with a + sign) and a class review area (Duke's head). In the class selector, you can only choose one class at a time, up to a total that will not be revealed to you here. The effects of these classes are shown on the screens at their entrances. Observe them carefully.

The first three available classes are:
- Security: Focuses on shotguns and armor, and can disarm traps.
- Technician: Focuses on pistols, and can tamper with circuits and access areas exclusive to certain classes.
- Artificer: Focuses on bombs, and can set oil trails on fire and blow up certain walls.

When you activate a class, you can see on a screen some of the effects that occur in the world. These are canceled if you change your mind.

These classes have other effects that you may discover as you play. Very soon, two other classes will be offered to you. Take the time to understand them.

Good luck, you're in for at least two hours of gameplay.







********************** Installation ***********************
-Original Duke Nukem 3D : not compatible due to walls limitation.
-Eduke : Put the files in your eduke installation folder, launch the game and select "user map".
-Megaton : Put the files in your megaton/maps folder, launch the game and select "user map". Disable the music in options.
-World Tour : Put the files in your world tour main folder, launch the game, open the console with ~ (switch to qwerty US keyboard if needed). You will see a ">" icon on top left. Type "map dukeshock". Disable the music in options.


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Attached File(s)


8

User is offline   Aleks 

#2

This is something I've been waiting for since seeing your screenshots on Discord, good job and congratulations on the release! Will probably play it during the weekend - thanks for the heads-up about 2-4 hours of gameplay...
3

User is offline   pepsodent 

#3

Attached Image: duke0604.png Attached Image: duke0605.png Attached Image: duke0609.png
Attached Image: duke0614.png Attached Image: duke0615.png Attached Image: duke0616.png

I'm big fan of System Shock so I had to check it out as soon as I had some free time. Great, big map with lots of small neat puzzles and varied areas. Visually its okay, there are some nice areas i took for screenshots but sometimes there are missaligments and at times the choice of texture felt random but it also opened my eyes on some neat texture picks so that nice. This is the type of map that looks better in software mode. Took me 2 hours, as was promised, I got lost a bit in the end because I missed one fuel station for the car. CGS difficulty of course, map was easy but in Executive looking area I got stuck for a bit with low health, probably could've backtracked to medbay and healed instead of savescumming there. Few windows don't have hitscan detection on them.

I loved the imsim nature of the map, small puzzles everywhere and the class system. But there were some issues with it too, I picked the bomberman class which gave me pipebombs and I assume opened fire extinguishers near puddles of explosive oil. However I still could use the dipswitch puzzles that I think are part of another class, and also had access to hacking without picking it up as upgrade later ( I loved VR areas). There is a big problem with red upgrade stations, right now they open door to that blue world thing all the way back in medbay but I didn't notice it until the end of the map, so that place opened and then closed again as I touched another red station thing (I think thats what happened, I didn't bother to check it after finishing the map). So by the end of the map I only had 2 upgrades, the bombs and the hacking, but I saw 3 more tiers of upgrades I couldn't go back to and pick. A good fix for that entire system is to make these red stations throughout the map teleport you back to main upgrade room or that blue space itself, so you don't miss them and can't mess up the sequence by then touching another red station and locking upgrades again.

I missed a lot of stuff even after 2 hours of playtime, like the red keypad I saw somewhere or that devastator room locked by a long password, didn't find all parts of the code. There where many rooms for other classes but also its neat how some locked areas have different ways of getting into them. There was some supply store, I could pick one item from it or I could blow it up from behind taking everything. I could also just hack it, opening it up without destroying the machine. This is great attention to detail and must've been titanic effort to make many different things on the map work that way. A nice map well worth and designed for a replay

Almost forgot to mention, the provided midi for the map didn't work or maybe the silence is intentional? In any case I just used intents.midi from vanilla Duke, found it fitting
5

User is offline   Olipro 

#4

Thank you for the feedback.

The biggest problem you mention is the red pool system and I know exactly how to resolve it. Thank you for this finding ! It's a real issue, not found turing beta tests, that needs a quick hotfix.

The class system does not prevent to using things from other classes.
For example :
- anybody can hack. But hack will find the VR minigames much easier. And the hacker will have access to other hacking devices (like the computer in casino)
- anybody can use the tech circuits, but the technician class will always have the solution to these circuits and will not trigger the trap buttons.
- anybody can sneak inside security rooms without the security class. But the security class will have access to more devices in the security rooms.

I'll fix some more texture and hitscans for the first hotfixe too.

The midi is a 0kb file and is meant to make the music silent during the game.

This post has been edited by Olipro: 29 October 2025 - 04:11 AM

3

User is offline   Olipro 

#5

The 1.1 hotfix is here.

- fixed bug that prevent players from going into one of the acid pools to open one of the two hydroponics doors.
- now the red pools will open only if the player actually chose a class, not if he only opened the previous red pool.
- fixed a lot of hitscans
- revamped a lot of textures



Download DukeShock 1.1 hotfix



May an administrator let me edit the first post ?

This post has been edited by Olipro: 29 October 2025 - 05:39 AM

6

User is offline   Kerr Avon 

#6

Thanks for this, mate, but the hotfix file isn't working.
0

User is online   ck3D 

#7

This is a great intricate map and I think the first one ever that I couldn't even finish on time (test version I played had some misleading feedback around a specific door that really was the way but totally just looked like a booby trap originally, but I know that's been changed). Must have played for 4 hours inside of the map total before having to give up and submit my report.

The silent immersion really works and makes gaining any new ground a satisfying experience, all the more so that you're never quite too sure whether the last thing you just unlocked is going to be just a room or the equivalent to a whole floor. I'm not huge into puzzle/patience maps (games like most Zeldas already are too slow for me for instance), but whilst not the demographic in theory I did find myself sucked into absorbing all of the layout (that I could unlock at the time). It reminded me a lot of Lezing's Last Pissed Time or Bob's Duketroid map, just with different aesthetics that I actually really dug, for it's unique - yeah there are a few odd looking walls (texture alignment) here and there, but I found the look to be an intrinsic part of the experience and so it sort of makes no sense to pick apart, instead the whole level works as a sum, on a technical level it does some pretty cool stuff under the hood too - I agree setting up all these locks must have taken forever or at least is such a sign of dedication.

A lot of the lore, signs, meanings... clearly went over my head due to my own background but in spite of that still helped greatly thanks to pattern recognition and association making for the absence of anything too explicit, which always is a blessing having to activate more than just one neuron in order to progress towards the light instead of having it just handed to you.

I hope this map becomes a classic eventually, and am looking forward to possibly seeing more Duke maps from you.
0

User is offline   slacker1 

#8

View PostKerr Avon, on 01 November 2025 - 11:27 AM, said:

Thanks for this, mate, but the hotfix file isn't working.


Same here. I'm getting a username/password prompt and an unauthorized page trying to access the download.
0

User is offline   Olipro 

#9

View Postslacker1, on 06 November 2025 - 07:28 AM, said:

Same here. I'm getting a username/password prompt and an unauthorized page trying to access the download.


The link is fixed. Sorry for that. (Just a mess with htaccess)
2

User is offline   slacker1 

#10

View PostOlipro, on 06 November 2025 - 10:35 AM, said:

The link is fixed. Sorry for that. (Just a mess with htaccess)


Thanks! It worked for me now!
0

User is offline   Aleks 

#11

Finally got to play it, I think 2-4 hours might have been a bit overestimated - it took me 90-100 minutes (of actual play) and I did spend quite some time looking for what to do next. Now I know that comparisons with Duketroid are quite obvious and natural, but that map was a lot more linear (and had rather basic puzzles e.g. item - danger, although very precisely executed) and this one is pretty much the embodiment of nonlinearity... which reminds me the most of my own Submachine, as biased as this might sound - with the difference being this one having stuff more symbolic/signposted directly whilst Submachine was trying to run the puzzles more within the plot. And it's not a bad thing here, because as soon as you realise how you are supposed to play the map, it's a great experience.

I have picked security - medic - shrinker - jetpack "classes" and will probably replay today (as I still remember most of the progression) with technician, VR-expert and "potted plant" thing, whatever this one meant. The two places where I was stuck for a bit were right after the battlelord pillar before finding the password for the yellow door and then around the slime area after unlocking the final class selection. I'm also not sure what the concrete-filled tank did (was it only to then extinguish the fire? Really cool effect there btw!!!). The only place I died was the slime when escaping the first new beasts, as it drains your health quite fast there and the area is kinda mazey. I liked some of the uncanny designs, use of "TNG" textures in the corridors looked splendid for example. My favourite part was probably the casino/executive bit, but really seeing it all come together and adding the pieces as they fit was a cool experience. I really commend all the technical/behind the scenes work that was done to make it all work with so many alternative routes, so great job there. Gameplay felt fine, I liked how it wasn't too distracting from the puzzles but kept the player "aware" with all the respawning monsters along the way. I have used the freezer to kill the first battlelord, but I assume there is a way to make him fall into the precipice, which seems like a cool idea.

Also, it wasn't until I (re)read this topic that I knew I was hunting the Overlord there. Sure, I did notice the pictures at the beginning and kept looking for the footsteps, but completely missed the bigger picture here! :D Also I think by the end I did break something, but it might have been intended, as there are a lot more options to progress from the slime area onwards it seems. I ended up not having to do the crane/conveyor puzzles (which again reminded me of Submachine, although my rendition was a lot more hardcore and punishing), as I found the code for the "super secret" room. Also couldn't figure out the chess VR puzzles (hopefully I'll catch the drift when replaying with the correct class). And no idea what the skulls were really about to be honest!
1

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