Thanks for the comments! The theme is what motivated me to finish this map, I've been to Dover years ago so it's mostly based on memory. But I also used some pictures of Dover, Stonehenge and the English countryside as reference points.This resulted in an environment that's quite different from your typical DN3D map. Including Stonehenge was inspired by World Tour, believe it or not

The devs mentioned somewhere that they had an "aliens are after our monuments" plot in mind and that inspired me to let the aliens "abduct" Stonehenge. Also, it's just a cool location to use as a stage.
Dr.Panico, on 12 February 2026 - 01:34 PM, said:
Congrats on the release! This map took me 40 minutes, killed all enemies and found all but two secrets.
Very lush and exciting level. The outdoor areas in particular are breathtaking, successfully capturing that typical British moodiness; all while serving as great arenas. The underground sections are great too. Not too spooky, but atmospheric enough. It kinda reminded me of the recently released Down the Upstairs level. I guess you guys were in a "dark green cave" mood for a while.
The battle around Stonehenge is nothing short of spectacular, although the ending confused me...
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I can tell Maarten's modern terrain style since Woudrichem (but seen as early as Alien Planet X64-2) is bleeding into yours too
We definitely influence each other's work, we often share early versions of our work with each other. Maartens Down the Upstairs had an influence on certain sections for sure (and I believe it's also the other way around).
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And with how the story was delivered, it did feel like playing the one of a SG episode 2, which surprised me just as much as it is exciting. Maybe in part because something you started doing with SG is Duke alone vs. big threat, in lieu of how some of your earlier maps were more vibrant with NPC's ("Dear Mary/Bob") and so SG marked that tone shift and this naturally retains it.
This is an interesting point that I haven't even considered, but indeed there's almost no human presence in this map, except for abanoned structures. The only viewscreen messages are from the aliens. The BBC broadcast is the only proof that there are other people out there who are still alive (and a brief moment of levity).
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For criticism, I'm not sure but I feel these "RED3" fake voices and the mandatory "thriller" elements in these maps somehow got old to me (especially since they have their limitations). I'm not sure if all the maps are in need for that. At one point it becomes predictable. The other thing is the typical issue in most usermaps is the button-respawn-button-respawn nature of the levels. They play fun at the start, but at the end, all the monsters are going all-in, which is a bit tedious. It's so predictable in most levels, when the next wave appears (at keycard places or multiswitch areas). I would love to see a more adventurous way to use the monsters, and less switch hunting would help too.
Both fair points. The ominous alien stuff is just something that happens organically, Aleks and me even joked about it. So it will probably always be around in some capacity (also, "lore-wise" Red, SG and this map are connected to each other, so it makes sense from that point of view). As for the button/respawn thing, this is something I will keep in mind. I already tried to have not too many buttons in this map and had to restrain myself at some points. For example: it was very tempting to add respawns when the player picks up the yellow key, but I'm glad I didn't. My personal favorite fight in this map is actually the one in the lava cave, which relies on item management rather than respawns. Glad you enjoyed the map!