Passed TamDuke L6 - Majatalo - Room 53.
This level took me the longest thus far, I have a lot of great and terrible things to say about it, but in general it shares the same layout vs. traversal issues as levels 1, 2 and (unfortunately also to the extent of) 5. Although being a more focused map than 5, 95% of the action taking place inside of a several story hotel, that comes in a bit of a different flavor that may or may not be more tolerable depending on player profile.
It really is a bit of a yo-yo, map starts out pretty cool with nice outdoor, urban setpieces, structures and underwater tunnels to rampage through and scavenge from, essentially on a 3DR level scale too just with ten times the detail and again more fun original cars everywhere. Sewer system could have more flow to it and/or be made to look a little better (the same can be said about so many ventilation ducts in this episode by the way; I would guess due to some kind of texture alignment OCD making bland texture choices feel safer to the author), but it does the job which is, you'll really spend quite some time figuring it out anyway due to its (reasonable) maze-like nature.
First real problem is access to the first key, finding the way to it is pretty challenging but fair except the whole time it teaches you, one thing this level does is decorative vents/grates that you can smash as they are sprites, but they are put in front of a black wall and not an actual hole. There are so many instances of that that you quickly stop trying to enter anything that looks like it, since it turns out there never is actual space behind it and so you just assume it is some kind of Looney Tunesque author design quirk, fine. And then suddenly it is inconsistent and you have to break one fan that exactly looks like that (a precise one in a line of multiple copies too), jump into the ceiling right there, and then do a literal 180° in complete darkness in order to progress towards the key (thankfully automap is a thing). I'm sorry but no, I did notice and appreciate that it's trying to pull an E3 'secret text' with the NVG's in just the right spot and all but regardless of the indication the execution doesn't work. Even the use of the NVG's here is a bit questionable because it is a rare item in this episode and so when you find a pair, you are not sure whether to use them on the spot as could be suggested, or if you're supposed to hold onto them for later (since that is the signaling the episode so far sends with the rest of the inventory). Now if the fake vents didn't exist everywhere it would not be that much of a problem, but as the apex of an already rather convoluted quest that teaches you everything but what to do at the end doesn't feel right.
Then finally getting inside of, and unlocking the main floors of the hotel is expected to feel like relief, but no there is some more maze-like navigation for a bit including through a floor with a submergible pool that looks cool but (even once the map over) feels completely unnecessary (read: you
will keep trying to return to it every other time you get stuck somewhere later in the level), and some confusion as one switch unlocks the 'ELEVATOR' but there are two elevators to unlock, including the unnecessary one. Another one lowers a gate outside near an important point, but is more of a distraction in itself than anything since that just draws you to what used to be behind the gate, not near (the idea is kind of cool, but here I'm not sure). There are cameras, but they very rarely show actual progression cues and instead seem to prefer resembling a 'realistic' security system, showing mostly filler angles of every other hallway and street around the level, and so with the exception of a couple of them they are pointless, when not misleading.
Now once past the first key, the level picks up again, and transforms into a kaleidoscopic Hotel Hell of sorts. There are many floors, goal always is to unlock the next until you reach the top, after which point you will have to come back all the way down for a massive battle. In principle, sounds really cool. In practice, is not bad either: the reduced scope (compared to level 5) allows for better interconnectivity and some more clever passageways or shortcuts (also some not-so-clever ones which we will get to later), for instance I liked how one of the floors had those two parallel vents in the ceiling that allowed Duke to switch from wing to wing. There also is the Fire Extinguisher of Death (one of my favorite ones I've seen, explodes the whole floor and then keeps generating explosions every random minute for a while in case you're still around, comes with detail too):
The most fun part is how trippy it gets to strafe, open door, shoot, strafe, open door, shoot... dozens of times in a row always with a (somewhat) different surprise behind each door, sometimes it's Pigcop shotgun blast to the face but thankfully there are more things around all of the rooms, including the entrance to the secret level (which looks cool, but is buggy - you can use the parallaxed skies to cancel fall damage and skip around the platform - and in general I am a bit let down by how it was done). Like a lot of the level is literally playing Guess Who? and it really is stupid fun. Fights and design both pretty cool with some highlights - absolutely loved having to filter maybe 30 Pigcops through one door, too bad I don't think they unlocked anything coming in (one more instance of slept on potential, neat idea that doesn't dare go all the way). It is a bit inconsistent but there are a lot of random machines and walls to press and hug around the halls for secrets (marked and unmarked) and shortcuts too.
The floors are of varying quality, the first few are interesting how they play with and sort of subvert expected symmetry, gets really confusing and even mind-numbing after a while trying to keep track of which hallway or floor is which. And then some of the other floors are underdeveloped and just one small building branch, they function but feel closer to dead-ends than anything (all the more so that every way from one floor to the next always is indirect), and after a while starts feeling like the exercise of the map really was to make a full-scaled hotel, but perhaps at the expense of wall count optimization. Honestly I would rather see some of the decorative sectors outside instead devoted to bonus practicality inside, were the question to be raised. Either way, the result is this feels closer to a D3D level to traverse now, looking abstract-ish, than the real hotel it is pretending to simulate, and yet it fails to deliver the video game dynamics that would be (all the more) needed to open it up over time, instead insisting on rigid maze again. There is quite a bit of respect to the 3DR philosophy, again with all of the layout exercise, but again that clashes against the strict progression the level expects and, more importantly, never proceeds to unlock as you go.
As soon as maybe three or four floors up is when that becomes a real problem again. Like I've said, the way from one floor to the next is always mysterious and a bit contrived, lost in a sea of similar options; elevator doors exist all around the hotel, but none of them ever unlock (they literally are all fake doors, including one more fake destructible one that will just waste an explosive and stress a reload), and so that means you never really gain any tactical advantage over the terrain as you conquer it which is this level's biggest miss. Some tiny openings that are mandatory for progress are hidden by gimmicks that sometimes work (e.g.. the E1L3-like poster), or don't (occasional literal bad room designs with inconsiderate angles). You are forced to go through all of the floors again, and again, and again, and again, through tiny semi-hidden holes and you never get to blow a larger picture into the blockout to free it up and materialize your progress. As a result, you end up wasting lots of unnecessary time backtracking for minutes, sometimes in the wrong direction, sometimes having to use one painfully slow elevator, always crawling along the same lines back and forth and the repetition turns into redundancy, going from a fun, rather traditional D3D Travis-styled experience to just being a rat in a maze. Making the elevators an actual thing to unlock would have solved the flaw entirely, I don't care if that would have given the player more liberty regarding how to approach the ending since that too actually would have been a step-up.
Then you make it to the ultimate floor and out of the blue, boom - it hits you with the coolest sequence I've seen in a D3D map in a long time, involving a battery of attack choppers gradually mowing down the building with rockets and eating away at it (in great detail too) until they eventually can reach you. Execution is simple but spectacular nonetheless and flawless, having to spot and retrieve the key and then input a simple button combo in the midst of the chaos is awesome, not too sure why it really was needed to make the quest one more key (that's a lot of them in the map and then the purpose of this one is a little artificial) but that's fine. After that is when you need to come back down the whole of the building again, and it's been completely invaded once more, behind your back, whilst you were busy; that is another great moment too, the spawns (including of some bonus items) generally work well, again in a way actual elevators wouldn't have ruined at all. They do get a bit unreasonable around the time of exiting the lobby one last time, but nothing that can't be managed with strats.
Then you finally get to end the level. Having the switch to unlock the secret level just there next to the Nukebutton I thought was almost insulting, given how easy the secret exit itself had been to find about halfway through the level (with the level name doubling up as a hint to its location too), since that moment I had been looking for a way to activate it around the map that actually would have been smart, sometimes taking minutes out of my time after certain triggers to see whether or not the door had come down. Turns out no, this is one more instance of 'the mapper really wants you to see the whole level as they have made it, thus will rob you of any reward that would be an actual lateral way of clearing it', classic but always super toxic; whilst at the same time making sure you won't risk missing the secret level either. Unlocking the way super late per se isn't even the problem, just here the lazy way it is done is such a spit in the face, and there is no mystique.
So yeah, on this one I'm torn. It could have been an absolute highlight of the episode and occasionally does some really cool stuff, otherwise generally plays well, but core mistakes such as the contradictory injunction with the vent, secret level and fake elevator door design really suffice to undermine it because they're really strong. Some events like the Pigcop raid or the rooftop attack, again, were 10/10, parallaxed lava skies always evoke strong feelings in me (used to be the only way to make cloudy day skies for the longest time due to 1.3D), I tend to like hotel maps and experimental layout efforts, heck the flow wasn't even that bad... Except when it really was, and then it really hurt; couple of little things that could have easily been avoided, or worked around, but may result in dozens and dozens of minutes spent scanning a level that had started as something great (and occasionally still shows pulse throughout!) but you grow to hate all the more so that you are forced to traverse it over and over and over. Without the stumps that are the misleading signaling with the vents at the start, the absence of shortcuts to blow open through the floors, some of the bad design e.g.. redundant cameras and poorly placed vents and also a way to unlock the secret level that is actually good, would have been a timeless classic and my favorite map so far in the episode. But the honest aftertaste really is one that is of barely a hot map at best, and the realization that some older, classic maps such as Mega Plaza Shopping Center already did the same layout exercise type eons ago but better. I absolutely do not regret playing it at all and had fun and saw cool stuff; it's strange.
The secret level I've tried playing for a couple of minutes too and I see it's basically Urea 51 style and quality, am fine with that, so far seems to show and do fun things all the while playing atrociously (but I can tell that's intended and eventually controllable already, just from the semi-secret side room near start).