#100
Posted 12 March 2018 - 11:46 PM
I went through the first 3 levels. I now even agree less with MetHy when he said these are just your average usermaps from 96. I usually find his opinion as a benchmark in terms of map analysis, but not this time.
These 3 levels (and the other 3 levels as well) are very well made professional maps in every aspect. What's wrong was the awful control of the PSX port, the graphic limitations and the silent sounds compared to music, which might be the reason why Ian Boffin (the mapper) didn't use ambient sounds too often.
Why these maps are pro work?
1. They are thematical, as all based around certain games and movies. 99% of usermaps struggle to have a "face". Heck, even Ion Maiden struggles with it, despite its quality design.
2. They are well designed. There are nice shadows everywhere, texture use is as strict as in any Blum map (look at NZ for example... it used specific textures for specific areas, like "bathroom" ones with pools, all teleporters use the same style and palette, all main doors use the same texture, this is not a scatterbrained stuff that happens in the vast majority of userlevels, which don't have a distinct look.
3. The levels are nonlinear, as there are many interconnected areas, it's so easy in every map to reach a point from two different paths, entering previous locations later on etc.
4. Keycards and major buttons usually separate different parts of the levels. In NZ for example that tricky door separated the grey stone textured area from the main tomb area, and the red key opens into the outdoors. TT is also similar, as the first half of the map is inside, the second half is at the racetrack (something that have never been made before and since for the Build engine).
5. Monster placement is also very strict, and follows the Allen Blum formula. Monsters are not just being there and being mixed randomly. Specific monsters are in specific areas, and many levels deliberately don't use some monster types to get a more distinct feel to it. Ie. Liztroops are missing from 3 levels, Enforcers from 1, Octabrains from 3 as well, 3 levels use specific Pigcops, which (despite some graphical issues) is a great touch.
6. I also like how Ian used some less conservative and original texturing in his maps. The bathroom stuff does look a bit silly in a tomb canyonic map, but it's suprisingly original in NZ. The same goes for those arrow textures in TT which were used in the tunnels. Again, distinct look. Gates Motel, while partly looks close to Overlooked Hotel of Blood, it still has its own features like those door mazes, and the rooms inside look pretty cool.
What should have been better?
1. Some puzzles are indeed a bit mean, although much less problematic in PC. The opening in NZ is mean, an atomic health should have been provided to encourage jumping. There should have been some clues for that hidden button in that hidden secret area, and it should have been shown in the viewscreen what it actually do. The 3 button puzzle underwater should have been numbered (with number 1 is assigned to the button in the opening part for less confusion. Some tripbombs are unnecessary, like the one that is being in that timed door. TT didn't have these problems, although the last jump is extremely tricky, a button is hidden next to the rising, and you will be given one steroids only. At least 3 should have been provided to warn players to save the game. GM has some badly placed keycards, but it's not that serious though. Most of the map is easy to navigate through.
Overall, while these elements should have been polished there, they don't ruin the gameplay and the maps' distinct look.
2. The lack of ambient sounds become obvious if you try these maps in vanilla Duke or switch off the music. I'm pretty sure Boffin had these in his mind, but still, why no fire crackle next to a fire? Why no waterfall sound? Were these removed from the original levels as well? If so, the maps should be updated with ambient sounds for an even better atmosphere.
3. Maybe some doors are a bit oversized, and a few rooms look a bit lesser detailed, but nothing serious again. Oversizing can look good, if it's used carefully. This time, since shading, sprite sizing are all good, I don't mind those larger door (usually larger only in the vertical size only).
My general experience with these levels are very good, and I'm pretty sure 3DRealms had that quality control, just understood the consoles have their limitations. I overall rank Plug n Pray maps at the same level at Randy Pitchford's The Birth maps. They are also quite thematic (Mission Impossible, Independence Day) and have their distinct look.
This post has been edited by Nancsi: 12 March 2018 - 11:57 PM
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