Paul B, on 23 June 2014 - 04:22 PM, said:
to say the episode is forgettable is fucking insulting.
It's okay man, I never hold back to give criticism (both bad and good) so I'm not going to bash him for saying what he thinks is bad.
Generally on forums too many people don't dare saying what they think when it's negative and I hate that.
Now, I don't think I would use the word 'forgettable' indeed but let's not get picky on a the definition of a single word.
It's good to say what he thinks, for example he's right when saying some stuff feel like they don't belong in a building, but that's because it was the "intention" (part of the design idea of the entire episode) to have different themes every map.
Mickey C, on 23 June 2014 - 04:52 PM, said:
I'm only about half way through, but so far I don't think I've ever seen anything quite like, say, Taivo's, Cage's and MRCK's sections before. Some real artsy stuff. I also really enjoyed the gameplay and progression of Cage's and Steambull's maps.
I will say that compared to this, Metropolitan Mayhem is overall more forgettable, since it mostly comprises of "generic" (classic) maps. Those maps are still really good, but technically it's stuff we've seen before
No love for my maps
To be honest even though I had THREE maps in the episode, in a sense I felt quite limited : the first map HAD to be some kind of entrance/lobby map, the idea of the secret map was just a parking, and the boss map HAD to be a boss/rooftop map.. Then again, I guess I only have myself to blame for that
I intended the first map to be your classic Duke stuff though, to make it feel like an appetizer (which actually was the name I gave to the map at first). Pick keycard, go to room, pick next keycard, go to next room, etc.
Basically, I thought that if the episode starts on an (almost basic) 'classic' progression style, then players would be able to realize more easily that the more original progression-related stuff in later maps ARE really that good.
I tried to compensate for that with the secret map in which the player needs something OTHER than a keycard to progress through the map (something which to my knowledge was never used this way), and also with a solid clean design in each map, and a couple of strong ideas like the storage/security room in the Lobby.
As for MM, I totally see what you mean. But again, that was part of MM's design idea.