This whole thing took me around 3hrs and 30min without cheats.
I am not going to mention this on every map but a LOT of the maps suffered from fat commander ambushes that either gave you very little time to react or very little room.
This and the lack of supplies in some of the maps is a potential improvement for future revisions or a suggestion for future maps.
Nothing too serious!
LOBBY
Good starter map that is a nice collection of common elements, not much to say in here.
EXECUTIVE
Great design overall, feels very open but still has many sub sections that are good overall.
Laser gimmick was a nice touch, but it felt a bit off at times with the available space. I wish the BL encounter would have happened in a more open space (Like the start), I was stuck with 10hp around this point so I just had to steroid rush past him.
CONSTRUCTION DECONSTRUCTION
Another favourite of mine, really open and the design made the space look more "3D" than it actually is. Did you use the fat commander "lowering" idea from the test map I did by any chance ?
Biggest downside was the section with multiple explosions as the explosion sprites are too close to the player and damage quite a lot, nothing too bad.
BITS
Pretty decent, some obvious recycling and while it might not be as packed as the rest, it still uses the resources quite efficiently. The fat commander encounter inside the big exploded wall near the end wasn't the best decision in my opinion, these guys need open space!
ABSTRATECH
This instantly reminded me of an early 2000s look with a modern touch, which kinda works out well in here as the style stays consistent to it. Focuses more on game play gimmicks and rotating areas instead of detail. However, there is one area where the rotating walls can clip trough each other (mirror room). Other than that, a pretty solid map that feels very classic Duke!
CEO BATHHOUSE
While this map might be a bit simpler than others when it comes to detail and length as well, it was a nice break in the middle.
STORAGE WARS
Dark map with a crate maze, cool!
Could have been a bit more light at the start but the usage of pig cops help a lot as their eyes glow in the dark, works out well in the end.
EAT THE RICH
Plus points for the music
Reminded me quite a bit of hotel hell with the EP3 texture work and mood. I had some issues in here around the kitchen and after that. Pretty much had to just rush trough the dining room and ignore enemies at some point. Loving that upside-down octobrain, a nice touch as long as it's not over used.
COMMERCIAL BREAK
Twin peaks ++
Try to avoid using palette on the floor in the future. Other than tiny pointless nitpicks like that, I really liked this map as it was more open again which helped to balance out the previous two maps.
CINEMATIC LOUNGE
Sorry to say it straight but this reminded me of the glorious BBS maps from the 90s
Points for being unique if nothing else!
If you want to use palette tricks then try to avoid using them on the floor as it will color everything else standing on it (including Duke).
Cosmetics aside and focusing on game play, it worked out well!
FLESH
Starts off really promising, then you run out of ammo, you get more, but you shoot it all.
This map has some nice sections but really needs a re-balancing for skill3 at least. I barely had any ammo after the yellow door and still had various rooms to clean, most of them had no real supplies. This is the map where I had to save-grind the most unfortunately. Approaching this as a low-ammo "puzzle" is something I don't mind but it simply didn't work out in that sense either.
POORMANN'S LIBRARY
This was probably my favourite map out of these all.
Really awesome music to support the trip you are about to experience.
I am a real sucker for "parallel universe" concepts and this one got hooked instantly. Tons of awesome visual tricks to fool your mind and even though I could see the sector effectors in my head, the combination of them made everything look fantastic.
Highlight was the huge drop in to the water with the scrap falling along making it look like slow motion.
Seriously good job on this, plenty of build porno here!
SHOWCASE
Now this reminded me of D.C. expansion for some reason. Unfortunately as the showroom became a little too cluttered, I just ended up escaping to the end around the building exterior as I couldn't bother cleaning up this room any more
Good job.
LEGAL JOINT
Feels very classic-retail in many ways with bunch of dirty build pornography like the water sinks, light moving and syncing with the blinder you can open. Not to mention the wall explosions.
A bunch of polish was put all around to keep things rather simple looking but still pack detail and thought.
But those damn vents! Classic duke usually pointed a finger on what did what by having a security camera in a really unrealistic place showing the opening animation.
Getting lost in here was the only real downside I have.
POWER OUT
001010 - 4 - XIX - 2 (NIN)
1010 = 10, 4, 2.. 42 * 10 = ? + XIX = xx420xx
First of all, I want to punch the author in the face for hiding the switch in the corner and giving all those numbers instead while leading me in to a dead end with "TWO".
J/K.. No but seriously, this was a very well done level and ended up being very difficult but fair for the most part.
I would have maybe toned down a bit with the fat commander ambushes as those tended to catch me in a really awkward spot. Along with giving more supplies, the tanks are nasty!
ROOFTOP
Contender for a favourite level, this was the defition for me on how a good boss level should be like. Bunch of action, all happening in the same spot with a changing enviroment, bunch of excessive explosions, action and cool mini-puzzles. The electricity wiring section was a well thought out section. This whole map is just the perfect climax, good job!
One nitpick might be flying ship that shoots rockets, I almost died the first time I got out as it was really badly timed, maybe have more protection once you get on top could have worked out ?
PARKING
Intro was handled well, I liked that!
Tank scripting was the highlight of this map and the electrical water bit was a nice idea as well.