Favourite level in Alien World Order episode?
#1 Posted 14 October 2016 - 02:04 PM
#2 Posted 14 October 2016 - 02:06 PM
#3 Posted 14 October 2016 - 02:45 PM
#4 Posted 14 October 2016 - 03:09 PM
#5 Posted 14 October 2016 - 03:12 PM
#6 Posted 14 October 2016 - 03:16 PM
NightFright, on 14 October 2016 - 03:09 PM, said:
This. Also keep an eye on AMC TC Episode 3.
#7 Posted 14 October 2016 - 09:45 PM
Although I like city maps more and have played so many Egypt levels in Serious Sam that the theme is a bit boring for me now it is the only Duke Nukem like level (along with Golden Carnage on second place). The city maps in this feel like levels of an episode named Missed Opportunities and are boring and bland gameplay wise.
#8 Posted 14 October 2016 - 09:46 PM
#9 Posted 14 October 2016 - 09:59 PM
PsychoGoatee, on 14 October 2016 - 09:46 PM, said:
DN3D was the first FPS with 'realistic' locations. And with each location there came inspired gameplay elements, interactivity and gags. All within the location's theme.
Now every FPS has realistic locations. But most of them are just a backdrop. Nothing that is build around the location gameplay wise. It is just realistic looking houses, streets, skyscrapers, etc ... nothing more.
And that's what Alien World Order is to me (minus Golden Carnage and Mirage Barrage): exchangeable backdrops.
#10 Posted 14 October 2016 - 10:08 PM
I've complained about recent games just having boring recreations of realistic locations myself too in plenty of topics. I don't find that to be the gameplay style of these maps at all. The first map has strippers in windows in an alley, and ends with a thing you circle that warps reality.
This post has been edited by PsychoGoatee: 14 October 2016 - 10:10 PM
#11 Posted 14 October 2016 - 10:21 PM
PsychoGoatee, on 14 October 2016 - 10:08 PM, said:
I've complained about recent games just having boring recreations of realistic locations myself too in plenty of topics. I don't find that to be the gameplay style of these maps at all. The first map has strippers in windows in an alley, and ends with a thing you circle that warps reality.
Gameplay aside: In Amsterdam weed is allowed and sold. Not LSD or any other drug that has the effects shown in the map. I don't think it fits the theme.
It had fit the theme if Duke went back to the 70s.
This post has been edited by fuegerstef: 14 October 2016 - 10:24 PM
#12 Posted 14 October 2016 - 10:22 PM
#13 Posted 14 October 2016 - 10:30 PM
PsychoGoatee, on 14 October 2016 - 10:22 PM, said:
No, I said the effects didn't fit the theme and would be more appropriate in another theme (70s). Then I never said it is boring realistic. I said it is boring, because it only uses realistic backdrops instead of making something out of the theme.
The rest of the map is uninspired and boring, IMHO. I explained that in the other thread about world tour already what could have been done with Amsterdam.
And as someone else already said: Moscow and Paris could have the textures exchanged and it wouldn't matter. London could be for example Egypt themed too: It reminded me about a Serious Sam-level where you first run around a huge Pyramid and then enter it.
This post has been edited by fuegerstef: 14 October 2016 - 10:34 PM
#14 Posted 14 October 2016 - 10:40 PM
The things you're mentioning (essentially that the city maps are still abstract and are more Duke maps than real locations) is to me a plus, not a negative.
This post has been edited by PsychoGoatee: 14 October 2016 - 10:44 PM
#15 Posted 14 October 2016 - 10:50 PM
PsychoGoatee, on 14 October 2016 - 10:40 PM, said:
I say this, because an official episode that has World Tour/Alien World Order as a theme, where the global locations should matter, wastes a lot of potential if they are only maps (with mostly good gameplay, I agree on that) that are interchangable. The emphasize in this episode is that every map is a major location/city from around the world: they should have played that out.
The cities Pigsty and Hotel Hell take place in are not important, because it is the location itself that matters. The emphasize there is on the location Hotel and Police Station. And they play with the theme and have the Terminator do half the work for you there, get to the desks of all the heroes from action movies, etc ...
This post has been edited by fuegerstef: 14 October 2016 - 10:50 PM
#16 Posted 14 October 2016 - 10:55 PM
#17 Posted 14 October 2016 - 11:14 PM
PsychoGoatee, on 14 October 2016 - 10:55 PM, said:
Yeah, all fine. I enjoy the gunplay (to narrow it down a bit) in most maps too.
It is just that I expected more in 2016 where mapping has come a long way (effect wise), we had hundreds of city themed user maps (some really good among them) from the original level designers when it come to creativity. IN 1996 it was awesome that you go down to the subway and you could actually board the trains. Jesus, that was so great. It played the theme 'subway' out. Of course that is nothing spectacular anymore. So they should have done a few more creative thing, IMHO: even if it just was a very well timed trigger when Duke exits a hole in a wall, and gets almost hit by a car coming from the right: "Hey, you drive on the wrong side of the street".
This post has been edited by fuegerstef: 14 October 2016 - 11:15 PM
#18 Posted 15 October 2016 - 12:45 AM
NightFright, on 14 October 2016 - 03:09 PM, said:
Million times this. Though Powerslave can work for the assets too.
#19 Posted 15 October 2016 - 01:38 AM
I don't really have a favorite at this moment; I haven't played the secret level yet but they each have some really cool moments.
#20 Posted 15 October 2016 - 02:18 AM
I'm pleased with the overall quality of the maps, they're challening and fun to play.
And while they're more linear, most of them still have enough nooks and crannies to explore.
I might add a small review for each map, since that type of stuff is fun to do.
#21 Posted 15 October 2016 - 02:41 AM
I think I'll write a review of each map as well Merljin. We should probably make a seperate threads for reviews and include all the ones we can find as well as our owns.
This post has been edited by MetHy: 15 October 2016 - 02:42 AM
#22 Posted 15 October 2016 - 03:36 AM
#23 Posted 15 October 2016 - 03:53 AM
#24 Posted 15 October 2016 - 04:41 AM
NightFright, on 15 October 2016 - 03:36 AM, said:
I think High Times is first because they thought it would be a great starting map due to the simple layout.
I don't think we, Dukers, have the same conception of highlights in the episode as most players nowadays. There seem to be many people, reviewers, youtubers and all, who thought that many maps were confusing and who would get lost in them, even in the most simple ones. The habits we have when playing, like picturing the map in our head as playing it to remember useful info like placement of doors locked by keys, isn't a habit for the modern audiance, because you don't need to do that in many modern FPS.
The devs may also have thought that the weed jokes are one of the high points of this episode.
This post has been edited by MetHy: 15 October 2016 - 04:51 AM
#25 Posted 15 October 2016 - 05:01 AM
MetHy, on 15 October 2016 - 04:41 AM, said:
I don't think we, Dukers, have the same conception of highlights in the episode as most players nowadays. There seem to be many people, reviewers, youtubers and all, who thought that many maps were confusing and who would get lost in them, even in the most simple ones. The habits we have when playing, like picturing the map in our head as playing it to remember useful info like placement of doors locked by keys, isn't a habit for the modern audiance, because you don't need to do that in many modern FPS.
The devs may also have thought that the weed jokes are one of the high points of this episode.
The first part of the level works as an introduction because it's short length and simple layout - but IMO the second part's sector-trick-"oddness" and the "fact" that it's one of the weakest levels makes it seem more fitting as a secret level to me. Also, no new babe sprites, disappoint.
On the other hand, none of the other, considerably larger, levels would really be an optimal choice for a starting level either.
This post has been edited by necroslut: 15 October 2016 - 05:02 AM
#26 Posted 15 October 2016 - 05:29 AM
MetHy, on 15 October 2016 - 02:41 AM, said:
We kind of have similar rankings. However, I usually favour non-linearity, so Prima Arena (especially uncut) is my favourite as I feel it's the closest to a classic DN3D map layout outside the weak shading. Mirage Barrage is unique as it's the only official Egyptian level of DN3D, and Golden Carnage doesn't block you from using a Jetpack to skip the level and has some optional parts to explore in it.
As for the other five, three of them suffer a bit due to not being able to backtrack. Bloody Hell doesn't allow backtracking to the theatre once you use the TARDIS. Tour De Nukem doesn't allow you to backtrack once you fall into the sewers (unless you have the Jetpack from Prima Arena), and Red Ruckus really should have allowed the player to get back through the broken electrical door from the other side with a button or crack to it. Notice something? They're all Levelord levels, who we find out he dumbed down Prima Arena according to the dev commentary.
The final two, High Times and Hollywood Inferno were the maps that were most similar to a DNF level, and hence that was probably why they were my least favourite. So really, there were only two maps I'd consider pretty weak here.
#27 Posted 15 October 2016 - 05:38 AM
#28 Posted 15 October 2016 - 05:48 AM
AdrenalinDragon, on 15 October 2016 - 05:29 AM, said:
Yes, and that is mostly because it's the only map in the new episode designed with Dukematch in mind.
I do think Prima Arena has many issues (more on that when I write my reviews), but the layout alone, despite its broken-ness, is what makes it good for me.
Quote
Yes, and the worst part about this is that they could have very easily done it. There are two moments in the map where you can see through a fence an area you access later (at first in the street, the blocked Metro entrance with the out of order sign; and then when you drop into sewers for the first time and you see the big cave). They could easily have made it so that you can open these fences once you reach the other side, which should at the very least have been possible for DM.
Quote
Or simply have a broken switch on one side (it's already there), but a functionning one on the other.
Quote
I hate to say it but Levelord was the biggest disappointment for me in this episode.
Quote
Hollywood Inferno is full of unncessary invisible walls, it's very disappointing if you save the jetpack from the secret level. Even here, between the parking lot and the path below, which is the most unnecessary one.
http://images.akamai...A5FCD738800383/
This post has been edited by MetHy: 15 October 2016 - 05:49 AM
#29 Posted 15 October 2016 - 10:02 AM
Tour de Nukem > Red Ruckus > Golden Carnage > Mirage Barrage > Bloody Hell > High Times > Prima Arena > Hollywood Inferno
I really like Prima Arena, just those first seven are quite close for me.
#30 Posted 15 October 2016 - 10:11 AM
PsychoGoatee, on 15 October 2016 - 10:02 AM, said:
I really like Prima Arena, just those first seven are quite close for me.
So we all agree Hollywood Inferno is the clear stinker of the 5th episode, right?