ck3D, on 04 December 2025 - 03:02 PM, said:
Took me 61 minutes on CGS, got all kills, found only one secret (I'm notoriously bad at those).
Interesting map - I am guessing the author's first? Felt like a direct throwback to the early 00's in terms of mapping trends with the tentacular successions of flat rooms that loop around then back, the colors everywhere (reminded me of Taivo Maripuu's maps), but also all the naive game language mistakes (non-explodable cracks, non-pressable buttons, decorative doors, fake fire extinguishers/lightswitches...). Unfortunately this has to be one of the first things I mention because whilst the visual direction shows potential everywhere and even looks great in parts, hinting at premises of a cool style, the flow of the progression takes a major hit from all the 'garbage' signals the level bombards the player with - and here it's especially bad considering how the guns are distributed (supplies are rare so most every crack or fire extinguisher is a save and reload), and the rooms full of monsters and switches that seem important but eventually 95% of the time do nothing (which really sucks to find out mid battle). What's worse is there are enough switches and explodables that
do work to have the player keep second guessing. I think it would do your mapping a great service if/when you learn to separate in your mind the game objects that are fine to use for detail because the base game never established them as functional, and the ones that really are 'gameplay signifiers' and come with how the player will read them as an implied interaction of a certain type unless explicitly told otherwise (which you can do in the map itself). To be fair, there were some elements of language I appreciated that you incorporated on your own, for instance there were many side hallways/cul-de-sacs that terminated with a decorative door with a "wrong way" sign on it, I don't remember if it was always respected but it was common enough for me to know that in such a position I effectively was at a dead-end in the level and shouldn't try passing the wall.
Don't get me wrong though - still had plenty of fun. The firefights were right up my alley with all the mean angles, I didn't mind the abundance of Pigcops or even Newbeasts, transparent/shadow Sentry Drone always is a fun idea (no irony), the turrets are an enemy I usually like too but here I must admit they pissed me off not in themselves but because I think something the map does is keep pistol and chaingun away from the player until they are about 95% done with it, but the pistol is one of the most accurate weapons to use on the turret's broken hitbox, so being stuck with a shotgun against them was 150% more frustrating than usual. One way to make up for that would have been to provide the player with Expander ammo since it also is accurate, and the Shrinker (gun) is found early in the level here, but I don't think I ever ran into some. Of course I wonder if finding more secrets wouldn't have helped me break away from this restrictive pattern, or if they would have made little difference. I did appreciate the Freezer being featured, although I wouldn't have minded some more ammo for it, it did help greatly against some of the later Battlelords. I didn't really like the gameplay being so shotgun-focused too, bold choice but at the same time the most generic gun in the game (although satisfying to use obviously) and so it felt a bit like the gameplay just barely missed a few extra dimensions it could have reached. For instance, equal/extra focus on the Freezer (again) would have ruled because the map design is full of angles.
Enemy choice itself was cool in general, with only a few encounters feeling like they had too many types crammed within (thus feeling spammy) or uninspired in comparison to most others. Getting to enter a room shrunk and find a safe spot where to grow back to full Duke was awesome, gives the player some time to strategize before exposing themselves and activating the enemies. Speaking of shoehorning, the train also felt a bit forced (plus it's easy to just get around it and walk across the super short track) but I liked that it just existed, also with a funny license plate for some reason. Too bad it didn't serve a better purpose, e.g.. connect back to the other train-themed area where the platform there is just blocked.
Maybe only the last 5% of the map started feeling redundant and tiresome after the player leaves the main hub, as once you've escaped now it feels like the author just kept making stretches of rooms until they ran out of all the walls (but whenever you catch yourself feeling like you're doing that, you should just end the level and save the leftover energy for a fresh one). But the whole hub itself and its layout is pretty cool.
Tantalus' Devastator with the dog looking at you was funny, part of me was hoping I would be able to get the dog to fetch the gun for me somehow (conveyor belt, two-way train...).
There is a possible softlock with the 3D printer if you get inside the sector as it lowers, or even use it once then nudge yourself inside of there and then shoot the button again - probably should use MASTERSWITCH instead of ACTIVATOR there.
Some Duke Talk quips seemed to repeat twice or even more, unfortunately I can't remember exactly which lines they were but one ("... Terminated."), but there were several - should check your sectors for accidental twin tags. In general I think the map could use better ambient sound work at all; I don't recall many being used throughout that didn't naturally emit from an in-game source, when you really shouldn't hesitate to use more MSFX's to boost atmosphere (unless the quietness is intentional, but here they just seemed forgotten about).
Mention about preserving the mirror isn't necessary as broken mirror still reflects shrink ray (not to mention you can use pal 4 on a mirror to make it impossible to break).
Oh yeah, I also shot all the ducks I could see around the level and I'm not sure if that unlocked or could unlock anything or if they were just decorative sprites (again).
Congrats on the release and thanks for sharing, had a good time.
Some design bits and moments I liked:
Wow ck3D, where to start? Before I forget: thanks a lot for your long and detailed feedback!
Your tally is fun, congrats on killing "everything".

"Everything" because with 1 of 9 secrets found, there are definitely enemies left as I hid some in multiple secrets as well. Must be a port thing? I always play Duke on Raze and their tally always shows some monsters are still alive but whatever. 333 kills, funny repdigit and even unintentional. When I just tried again I had 343 (?) kills and still 7 left even though I have killed all monsters in all secret areas as well, making sure I get all sharks and slimers too. Whatever, the tally is not really important - at least to me.
Yes, very first completed map. I tried Build a looooooooong time ago but never made anything. So this year I forced myself to learn it by doing.

Can't remember, but never played any of Taivo's map - except "Just Another Christmas" just a few days ago.
I do have to disagree with you about what you called "naive game language mistakes". Yes there are many switches or buttons which do not function but they were either placed for realism and/or for decorative purposes. (Same counts for wall cracks which don't explode, same for fire extinguishers. In real life they don't even explode if you shoot one.) Also most of them have a "out of order" sticker nearby. And some have the broken DIPSWITCH2 button texture anyway (#4483). For you, I will add stickers everywhere now. Same about weapon distribution: the intention was to make the map not too easy, so there are only a few weapons at the start. I wanted to force the player to explore! This is an action/exploration map! Ammo should never be rare, I did multiple playthroughs WITHOUT entering any secret area on purpose and it works well. No need to save/reload if you ask me. So if you really explore, you'll find all secret areas more or less easily, having plenty of health and ammo then. I know there is a lot to look at and to checkout, but that's the intention. EXPLORE! And lots of aliens: ACTION! So to say 95% of all switches/buttons are not working is exaggerated, sorry. Also, why try to press them mid battle? Not a good idea. Kill everything in a room or section first, then explore? Dead ends, yes, there are quite many of them. But none of them are extremely long or even maze-like as seen in other maps where one can get lost. The "wrong way"-signs are actually not realistic and are also just decoration. I'm glad they helped from trying to pass a dead end-door or something.
Turrets, well, there was the intention to add them in the longer info text at the starts security screen, but then omitted because there is already too much text. The intention was like "our EDF turrets were hacked and are now also under alien control, so they're firing at humans".

I also know about the pistols accuracy against them, and that's why there is no pistol in the map until the end phase. I wanted to force the player to waste shotgun ammo on them since there is so much shotgun ammo everywhere.

The use of expander instead of shrinker was also planned, but also omitted. So ammo for shrinker is indeed intentionally very rare, ammo can only be found in 2 secret areas I think. I didn't want to make the map too difficult when newbies play it so I sticked to the shrinker and no expander at all. But also not too easy, like placing shrinker ammo every 50 meters in the game. Use it wisely! Shotgun is a love-hate weapon if you ask me, perfect for learning. If you miss, you are cursing if yet another Pig Cop blasts you dead during your reload/next shot time.

And yet, especially at close range, it's the best weapon to deal lots of damage. I believe the chaingun is more boring, one reason it only shows up late in the map. Talking about weapons, the Devastator was meant purely as a tease, this weapon is not available at all on purpose. Unless you're cheating.
The train was indeed a test, to see if I get it working and the original track was super long, all the way up to the northern border of Mapster! I just was confused by walls being suddenly blue in Mapster (too long?), so the track was shortened again. The other "real" train track is not connected to it because they are 2 different types of trains. See how big the tracks in the blocked train stations are? The short existing train was intended to be a little monorail, but placing sprites on the floor to bring the rail to life was omitted because it messed up with the train, suddenly the trains floor had the "monorail" texture" and some part of the track didn't have it = "monorail sprite textures" deleted again.
Thanks about the softlock, I will fix that. Had to lower the platform, because it was possible to grab the keycard without "printing", just by walking near the shaft.
Duke talks repeat only once but multiple times, just need to figure out where it was again, but it was not the "...terminated!" line (see the map in Mapster if you like). There is ambient sound, just not when there's no machinery or computers around. The game also lacks more variety for them, that's why I decided to keep some areas silent, especially the Gamma part. The whole Gamma section is intented to be a clean, silent elitist section. As good as no dirt, no visible distractions like animated machinery beeping endlessly (there are exceptions of course) and just another world compared to the more-or-less dirty everymans Alpha and Beta sections...
Also thanks for teaching me about the mirror, I will remove the text. That specific mirror has a palette of 4 by the way, just like the other one nearby, and yet they are destructible. I just don't know why, but I'm sure they can be fixed too.
Again, thank you for your time, help, advise ck3D, I appreaciate it! Myself, the slacker has some work to do now, bye!