I've had a look at AB's maps from The Gate to try and confirm some of that above.
Turns out they're a gold mine of similar design cues. I'll just post the more obvious ones, which should help confirm the identity of the author of some of the maps.
Pillars with slopes from both directions from The Gate's E4M1:
From RR:RA's Refiney (E1L7):
It's not just an example, these pillars are verywhere.
Cross shaped beams for ceiling decoration from The Gate's E4M1:
From Refiney:
On top of these, AB had a particular style for ceilings which involved a lot of slopes and a lot of beams. This can be found everywhere both in The Gate but also in RA's levels such as Gamblin' Boat, but also the end of Brothel to a smaller extent.
Big chimney with a rectangle shape at the bottom, and at the top, a round floor aligned sprite:
The Gate:
Gamblin' Boat:
Finally, at the start of AB's E3M6 in The Gate, there is a round elevator going up, and the elevator door are these 2 huge sectors rotating to the side:
You can find the EXACT same elevator/rotating door setup in Gamblin' Boat, the elevator leading to the casino room.
There is more of course, for instance AB's use of extreme slope values in a lot of his work (to the point you can see the slopes display HOM when viewed from specific angles, Build engine thing), but these things are not as "tangible" as the above examples.
If we go by these things it's pretty clear to me that the list given in my previous post is more or less correct. But then, there are the things which could contradict it, most notably the design of the unreachable places:
If you look at unreachable places in AB's Secret Of The Acropolis level (e1l1), as well as in RA, you'll notice two things:
- unreachable architecture built on a smaller scale to make it feel like the unreachable place is farther away than it really is
- when there is a gated road, the road either "shrinks" (similar as miniature), or slopes up, or makes a sudden turn so that you can't see what's behind.
These methods of building unreachable places are actually NOT that common, and if we take SOTA into account we could credit them to AB. However, they're all over RA, even in levels attributed to RB according to his portfolio screenshots. However, none of his screenshots show any of these unreachable places specifically, but who knows if that's intentional or not.
One last thing to consider, which I think is very important, this quote from RB's portfolio regarding RA:
Quote
working closely with the other designer to maintain a consistent level of quality.
I believe this is why, outside of the obvious cases I showed above, it is so hard to guess who made what in the case of this game. This makes me believe that the unreachable places were most likely made the same way by the two designers exactly to keep a level of consistency for the whole game.
Due to that, there could a lot of dual credit maps also and it's near impossible to tell. I believe for instance that the outdoor area at the start of Refinery
could be RB's, and the start of Brothel
could be RB's also, so the maps would both be dual credits, but I have nothing tangible to fall back to... except this last thing:
The case of the portraits.
In El Peso /El Peso Again: in the jail you can find wanted posters of the devs. "Rhett the rat" would be RB, but there doesn't seem to be any wanted poster for AB.
However, Refinery has a "worker of the month" poster in the small employee break room, and that looks to be AB. That portrait would be in Refinery (E1L7) as a kind of "signature" for the map. This portrait isn't used anywhere else in the game.
However, the "Rhett the rat" wanted poster is ALSO used at the very start of Brothel (E2L6), but by itself, without the other devs posters. Could it also be a "signature"?
The Watchtower, on 18 November 2020 - 02:03 PM, said:
I really enjoyed Aaron Barber's work for the Gate in Duke. As for RRRA, I never finished it, but the swamp levels are kinda fine. Also RRRA had a better level design than RR.
For the most part the swamp boat levels have a similar design as Downtown (original RR's E2L1) in that they're about huge places to explore where you go looking for keys from building to building. However, Camino Del Diablo, Moto Madness and Brothel are like proto-Half Life 2 vehicule maps; at least in that the player has to alternate between vehicular and on-foot sections to explore buildings and to clear a path (most often so you can continue with the vehicules).
I think the main issue with the swamp boat levels aren't so much the levels but the vehicule itself. The boat has a different driving feedback whether you use keyboard or mouse (it's a lot more slippery with the mouse) and the shooting is awkward, as the upward angle of the shells does not fit well with enemies which are half sinked into water. As a result, they had to make the shots count even when you shoot above enemies, so effectively the explosions trigger a meter above enemies heads more often than not, but they also do less damage that way.