#22
Posted Today, 04:24 AM
I have played the map over the past two evening, it took a total of almost 3 hours for me to complete and I'm fairly sure I have explored everywhere. There were some cool ideas and things I liked about the map. I think it was the first map I have played which really utilised the Polymer lights to the fullest (and I indulged myself and turned on the dynamic shadows and what not), which looked nice - however, the whole map still felt a bit too dark, which made the openness work against the map really. Some details were neat and the silly little jokes ("hehehe, what a mess" near the mess hall door, "check weapons at door" and I'm sure there was one or two more like that). The general layout felt very 1990ish, but with the expanded Eduke resources. I don't think it's a bad thing at all, however, in this case the progression felt extremely confusing and the "exploring" bit was ruined by some things I will explain later. In general, I will be honest - I appreciate the ambition behind the level and the effort put, but it is not a good map - but I think it could easily be at least much better by several fairly simple fixes, but it did feel like you abandoned it towards the end and just tried to push the product as finished, which is also understandable, but made the whole experience kinda meh...
I'll start with gameplay - the resources are extremely scarce up to some point, and a lot of "exploring" just punishes Duke by getting him swarmed with a horde of monsters and having to waste what little ammo he has, then rewarding him with something silly like two small medkits and a lone chaingun ammo. There is fairly a lot of freezer, RPG and devastator ammo, but freezer is only available fairly late on, with a single RPG following even later and the only devastator literally at the point where you will have no more use for it (there are also dummy RPG and devastator in what I believe is an unreachable place). Now this could have potentially worked, but not when you throw 700+ monsters (regardless of difficulty setting it seems), a lot of these being bullet-spongy newbeasts or octabrains. Some of the battlelord placements are genuinely puzzling - the first one in the police station was one of the coolest gameplay things because you basically had to avoid him and explore around his placement bearing that in mind. But then there's the second one that is just standing there - guarding a couple of useless items and inaccessible doors. I'm glad you pointed the player towards the shrinker location (expander ammo was a life-saver throughout the map), but it only had few shots and definitely not enough to deal with all the battlelords. RPG and devastator ammo kinda suggested there will be a weapon with them, but nope. Now the extremely heavy number of enemies simply feels like a cheap way of length-padding the level. Another "beginner mistake" that could easily have been avoided was seemingly random use of stayput enemies - I'd say it's a crime to put stayput octabrains or new beasts, which are both enemies that only really work when they can chase and get close to you, otherwise, they are (barely) moving target practices and bullet sponges. Same goes for some of the battlelords. Luckily, most of the commanders were very mobile.
Regarding the design, I can clearly see which areas where built towards the beginning of the map (i.e. when you had more resources), as they are much more detailed. On the other hand, there're a lot of basically empty, large rooms (again, there's a pointless room with a battlelord and two tanks that rewards you with an armor and I think one or two low-tier ammo packs). I appreciate making a lot of different accessible buildings and the whole map feeling like a large, "open" city where you can almost get lost (it's nice - I liked that, especially at the beginning), but then the lack of any detail to make the buildings more distinguishable and rewards for exploring kinda kill the fun.
Now I remember you mentioning running out of resources - but having taken a look at the map, I have seen some terrible mapping practices in place there! You make some technically solid, "structural" walls with sprites - why?! It's fine for roofs if you want to get above and underneath them (and you are applying that just fine in some places, e.g. around the IMF building), but for walls it will just eat through your sprites unnecessarilly. On the other hand, there are some walls that could have been just left as white walls, yet you turn them into a sector and make them red, meaning you waste 2x more walls on the same type of structure (as they span between the floor and ceiling anyway). I would say there is much optimisation that could be applied and really in your next map, you should just bear these things in mind - they will make the mapping both a lot faster and won't eat through your resources that fast.
I've found 15/18 secrets, but it appears that the last three are inaccessible - I know they are in one of the teleporters, but even checking in Mapster, it looks like turning off the forcefield is broken. By the way, the teleport company thing and the "police" teleporters were a nice touch of storytelling in game, too bad it was kinda cut short with the joke of San Holo in the station... Having the teleporters on the street working would make traversing the map a lot faster and more convenient, and you basically had a justification for it already nicely placed within your plot!
The highlights of the map for me were the police station, teleporter, IMF building, cinema and general "all-over-the-place", chaotic yet realistic city layout, even with the large walls bounding the area it didn't feel contained, which is neat. Jetpack opening up another dimension of the level was another nice touch. On the other hand, some empty, underdetailed rooms or lazier texture choices/lack of trimming on very large walls (the last building) could have been improved. And of course, all the gameplay stuff - this mostly drags the level down. I still think this is an improvement over 7G HUB, though.
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