Aleks, on 02 August 2026 - 04:24 AM, said:
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.
Thanks Aleks. You're right about:
-polymer lights, I couldn't find any vanilla map which uses Polymer lights excessively except "Hogwash" by Captain (Jack) Massive. If someone can name more vanilla maps with lots of Polymer lights: please let me know. Thanks!
-general darkness, but that's the intention due to map takes place at night but then you also have Polymer lights almost everywhere - at least indoors. Outdoors there are brighter spots sourced by moonlight. Polymer should be a bit brighter than Polymost in general, I have played the entire map in Polymost meaning no Polymer lights at all even though Polymost or classic renderers were never considered anyway for this map. Feel free to crank up brightness and/or visibility in Eduke32 since it is the only port this map was made for. When I play older vanilla maps in Polymost now I also have to crank up brightness to 105% due to some maps/areas are just too dark. Currently working on map #3 and having the plan to use some different shading style where only parts will have shadows of really dark values like 24, usually 16 or lower only. At the moment everything is still at 0 and I'm still thinking of general layout for map #3, did a big break in July because out of ideas and tired of building after "BOOM! Operator" went to be really time consuming. I also promise to use a more wiser walls/sprite ratio, and building solid walls better instead of making sectors.
-map not being a good map, I know of progession can be tricky but that's part of the exploration. So it shouldn't be that confusing as you said. Once you reach certain spots, getting new hints or similar it should be pretty obvious then. It's also clear that quite many areas are lifeless and/or empty, completely lacking "war ambient" sounds (numbers 231-232-233-234) everywhere. I could invest months of fixing all this but that would be as excessive as remaking it from zero, due to my editing skills are very limited and I'm too lazy and tired of editing once an area is actually "finished". Also out of resources for editing, I would need to delete details from detailed areas to add them to empty ones which would be very time consuming so I decided not to do and release the map as is. My ambitions were just too big, to really finish it I would easily need another 16.000 walls.
-difficult beginning, it's true but that was also intended. To make this map a bit more of a challenge, instead of rushing into new areas like Rambo would do. Also in contrast to other way too easy maps where you get all weapons and full ammo way too early and never have ammo problems. So rushing in is indeed punished by strong enemies and perhaps no ammo/health in sight. The key is the be careful in certain new areas, observing what's happening and react then - not just running through. But this depends on where you go from the start. The IMF is heavily guarded so it's not a good option to explore there first even though it's very tempting I have to admit. It's not impossible though, just tough. Ammo and health are scattered around almost everywhere, even if there is less or no combat in some more calm areas. Indoors it's often a good idea to look up and find more sources of health/ammo behind ceiling vents/grates that will drop down once you shoot the barriers holding them as it is in the police station for example. Or exploring ceiling vents made out of sprites. Or pressing "use" on vending machines will often spill out items like health, armor. Some don't of course, indicated by some beep sound. There's a total of 6 Duke Burger jolly meal containers which all reveal atomic health after you destroy its container. I didn't like to simply place obvious, glowing atomic health, so I decided to use more jolly meal containers instead.
-walls usage/layout/sprite walls, as mentioned before I was out of walls so I built walls out of sprites. The layout was intended to have more verticality in general outdoors but it's mostly flat and one and the same floor Z there which bothers me.
-weapons, the freezer is indeed hard to get and only accessible with a jetpack (or cheating). If you know where it is it's a good idea to get it as soon as you have the jetpack to receive more firepower. RPG and Devastator in one room are just decorations, another tease like the Devastator behind a see-through gate door in map "7G HUB". But they are both available later. Combat is meant to be more of challenge, instead of blasting through hordes of enemies with RPG/Devastator. At least there should be lots of option to take cover if you're facing strong enemies with weaker weapons only.
-improvement over "7G HUB" map, thanks. As for me there is only one direction: it only can get better, I am not Pepsodent who released an amazing work with his very first map "
Weather Report". But I also don't want to spend years to learn and make such kind of maps, I rather want to release 2 maps with lower quality instead of 1 with superb quality. Why? Because this community needs more maps. Call me silly, but this is how I feel. Sorry! I am just too lazy to learn from viewing maps in Mapster, I rather learn by trial and error, and ask for help if I am stuck with (usually simple) problems. At least I am not stealing stuff from others as some mappers did from other mappers lol
Now where you are wrong:
-secrets 16-18, there are actually "only" 16 secrets. The "super secret" is #16 if you will and I made a mistake not removing secret area tags in its entry and exit teleporters = secrets 17+18. The forcefield can't be turned off, the way to reach the missing secret is different and there is a hint on how to get there "somewhere" nearby.

Maybe I will make a YouTube walkthrough video including all secrets.
-cinema, there is no cinema.

"La La Land" is supposed to be an event building for concerts and similar but whatever, minor mistake. If I ever build a cinema it'll be pretty obvious using the "million dollar" and babe movie poster textures and all.
-plot, there is no story at all. Some stuff like San Holo are just little jokes, not supporting any kind of story. Duke simply has to reach his birthday party as stated in the very first viewscreen briefing.
Anyway, thanks a lot once again Aleks. I really like your "Submachine" map, even tho that one keycard puzzle is a real PITA.