Ninety-Six, on 12 January 2019 - 03:06 AM, said:
Maps like that make me wonder what a sort of level by level "remake" of the vanilla episodes by the community would be like. Not necessarily to make them "better" but their own styles and takes on them.
It's kind of been a tacit obsession for some people in the community forever now. I just recently set up my old PC again so I could give some of those new releases from the past years a try, and in the Duke folder I found several Hollywood Holocaust remakes by fans I must have downloaded from random sources eons ago, they all suck and can't hold a candle to the original but the intent's always been there much like people were obsessed with porting Doom maps to Duke for a while in the early days or myhouse.maps / mycity.maps. I really like when it's a talented mapper who's actually able to project their own style onto the originals, ie.. Dan M's Tribute to Action II
https://msdn.duke4.net/hottribute.php (which I can't believe is already ten years old) was a perfect, way more ambitious and developed take on the essential concept of E1L1, or Davox's Ultimate Stadium Remake:
https://steamcommuni...s/?id=780353330, AFAIK MetHy was trying to pinpoint the very feel of E1L1 for his opening Metropolitan Mayhem level... I think we're really just subconsciously trying to recreate that feel of magic that struck us as youngsters when firing up Duke Nukem 3D for the very first time, getting lost on that high-ledge with the RPG arising, wasting pipebombs and finally unveiling that secret apartment near the cinema sign that's so well-hidden you're a hundred percent certain you're the only people on Earth besides the level designers who know about it because you're 12 or something. Mappers going for those remakes I feel are really trying to replicate a certain innocence, which can be hard to pull off artificially once you've lost it due to years of intense playing and mapping. Paying due respect to the original Duke style in terms of gameplay and design (which you don't always have to, but might be desired in remakes) all the while giving the whole coherent piece your own twist is a real challenge. Personally, I know E1L1 inspired me for a while for basic inspiration such as the simple idea of building some city sections at an angle. The love for those original levels is still very real, and I've always been fascinated by their influence over people's developing mapping styles and interpretation of what's possible to design (or how things should be designed) for this game, and how far it could be possible (or wise) to try walking away from those standards.
Speaking of which, I just played Duketroid by Alex Beyman:
https://msdn.duke4.n...otduketroid.php this is one of those maps where the author explicitly tries hard to come up with alternative gameplay. He makes a lengthy point about his vision of how different Duke maps could look and play in the .txt file which is interesting and fair, but I ended up not really finding his level to be as revolutionary as it all sounded. I surely get that inventory items could be given a more capital emphasis in a lot of user maps but there also are many levels that already (maybe more implicitly) make amazing use of them, compared to which that map to me felt like some kind of zoo.map or demo tutorial on the inventory items. The map looked good (I liked the slopes) and wasn't a bad experience, but fundamentally really relied on the mechanics of experimental levels from 1996. I did have fun though. That random trooper spawning in the pitch black room where you have to use the NVG's was an amazing idea in that a trooper is normally such a weakling yet is the worst thing that could happen there. One of his shots hit one of the 200+ dormant Newbeasts in the room, which in turn started activiting others and I had to run like hell back to the hub mid-domino effect, really hoping 50+ Newbeasts wouldn't be on my back till then somehow.