Author: Cedric Haegeman (Sang)
Released: 15th April 2009
Review by Forge on 21st April 2009
A two map mini episode: Duke is dropped off on a planet to investigate reports of an alien takeover.
The first map starts out amid temple structures located in a valley. Mostly outdoor; the map leaves plenty of wide open space to explore around before entering a layout of underground corridors. The outdoor areas have a nice atmosphere with plenty of ambient sounds, some exceptional architecture, and the shading and texturing are well done. Once inside there's a slight design problem of over sizing, but it's not terribly obvious. Gameplay is decent; with a bit of exploring Duke collects some serious fire power and has the enemy out gunned. The majority of the aliens are encountered in clusters, with only a few strategically placed snipers, and most battles aren't of any considerable difficulty if you aren't shy about using the heavy fire power. Duke will inevitably take some hits from fighting all those enemies, but there's an even distribution of health to keep him on the move. The only down side of this map is that it ended pretty abrupt and unexpectedly.
The second map in the series starts Duke unarmed and in a cell after the aliens take him prisoner. Weapons are nearby and easy to find but they aren't just handed out. Be quick with your foot and even quicker on your feet and you'll be fine. The majority of this map takes place in base styled corridors and rooms. Unlike the first map, this one is a key card hunt. Also unlike the first map, the detailing and shading aren't up to the standards of the previous one. The over sizing design is more obvious in this map and quite a few areas seem barren and empty. The aliens are a little more spread out with only a few exceptions of some group spawns and the huge final battle at the exit. This map is loaded down with ammunition and health, but the weapon selection is more limited than the first level. No fear though, there's plenty of ammunition for the weapons that are available. The layout is a bit more linear than the outdoor areas of the first map, but there's plenty of passages to give Duke the option of which path to take.
Texturing/Lighting-Shading: 7/10 Sprite Work/Detailing:7/10 Ambiance: 8/10 Architecture/Design: 16/20 Layout: 19/20 Gameplay/Difficulty: 27/30 Overall: 84/100
Gameplay Type: SP
Requires: Duke Nukem 3D v1.4+ and JonoF/EDuke32
Filesize: 5.56 MB
Level includes: new ART, new CON code, new music, new sounds, multiple difficulty settings
Know of any other maps from this author? Let us know
OUTPOST X ========== INSTALLATION PROCEDURE ---------------------- Obviously you should play this with the Eduke32 port. If you don't have it then tough luck! Go get it! Put the zip file that is IN the zip file (OutpostX.zip) in your main dir. Extract just the bat file from the main zip and it should work! In some cases I found it would not work, the problem was fixed by extracting Tiles014.art as well so if you experience difficulties, try that. Introduction ------------- If you're reading this this means Outpost X has finally seen the light of day and that you have decided to download it (and hopefully play it)! So thanks for that. In this package you will find, among other things, two maps. They've been in the making for way too long (at least 2 years), but then again there have been many distractions that have slowed down the building process. But hey, it's finally here so that's all irrelevant. One more thing; This map is intented to be played in Polymost mode, without the HRP and with only "my" custom models and textures activated. I started out building the maps with the HRP in mind but after a while it really began to annoy me (different feel, etc..) so I went back to using mostly 8-bit art. You can also play this map in Classic Mode entirely or in OpenGL without custom things included in the ZIP but then you might experience some minor visual bugs, but nothing too bad (known bugs are bugged transparency on the vines and small lava bubbles instead of lion statues). If you don't get annoyed easily then it's entirely up to you how you want to play this map (though I wouldn't recommend playing it with the HRP activated). Misc. stuff ----------- Author: Sangluss, Sang (or any derivative forms of this nickname), Cedric Haegeman,.. I don't think I have any other nicknames? Email Address: sangmahn(at)hotmail.com => To potential reviewers or uploaders: please do not display this address on your site if you're one of those people that put txt files readable online (at least replace [at] with at or something, I don't need spambots). Author info: I'm just a 17-year-old guy from Belgium. Not much else I can say I guess. Other maps (in order of release dates): Supa, Supa 2, Battlefield, Battlefield 2, Supa 3 (along with Maarten and Merlijn van Oostrum, check their maps as well! But they're famous builders so you probably already have), Project Whatever, Battlefield 3 (technically this counts as 3 maps I guess), Space Map Number DUNNO,.. and now this! Credits: Wadfather and other sites for supplying me and many others with textures, skyboxes, models,... Anyone who has tested my level during the course of development: Mikko Sandt, Merlijn van Oostrum, Maarten van Oostrum, Geoffrey van Dijk, James Stanfield, Rob Wijkstra Hendricks266, for supplying me with some lines of CON code that were, unfortunately, not used in the final version of the map. In case I forgot anyone, I'm terribly sorry! You'll get double credits in my next map ;) About the level --------------- Title: Outpost X Filenames: welcome.map (map 1) outpostx.map (map 2) Briefing: At the end of the previous map (Space Map Number DUNNO) you boarded a teleporter that has now taken you down to the planet below. You have teleported to a valley near a small city where you should find answers and discover your goal. In the way however is Outpost X, a hi-tech base employed by the aliens. Nobody is sure what exactly is being done there but it is not your mission to find out: You must enter Outpost X through the valley and exit it at the other side. Description: Map 1, titled "A Warm Welcome" is a short and mostly linear map. It starts off with a small nature bit, after which you end up in a base in a cave. In the valley you will be able to take 2 paths but only one of those is one you need to access, the other area is just there for the sake of exploration (and you will find some weapons and all there). Map 2, Outpost X, isn't that long either but it has a more unlinear structure and - again - some areas that you don't have to visit, but can if you just want to explore or find some additional goodies. I was also trying to create the impression of it being a real location by creating such areas. * Play Information * Episode and Level # : Episode 1, maps 1 and 2. Single Player : Yes. Cooperative 2-8 Player : Yes, though only as a last minute addition. It has not been tested and there are no teleporters. DukeMatch 2-8 Player : Not really Difficulty Settings : Implemented in both maps. New Sounds : Yes, just a few. (from System Shock 2, Redneck Rampage and other games) New Music : Yes - For Map 1 there is something from Terminal Velocity and for Map 2 a midi from Heretic, which has many great tunes! New Graphics : Yes. New/changed CONs : Yes but with only minor edits; Implementing the new sounds into the game and replacing the first two levels of L.A. Meltdown (now called "Outpost X"). Demos Replaced : No. * Construction * Base : New level from scratch. Build Time : Way too long! Editor(s) used : Mapster32 Known Bugs / Problems : Minor visual bugs when you play without Polymost + ONLY custom materials enabled, apart from this some ambient sounds might cut off. I'm not aware of anything else. You can of course mail me if you find something else but unless it really breaks the game it probably won't be fixed. * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels. You MAY distribute this map, provided you include this file, with no modifications. You may distribute this file in any electronic format or put it online as you please as long as you include this file and any others included in the ZIP file intact and without modification. If you wish to do something that would break these rules then please contact me first and I might give you permission for some things. * Where to get this MAP file * Of course I won't know about this until the map is reviewed but I imagine you'd be able to find it over at MSDN (http://msdn.planetduke.gamespy.com) DNR (http://www.dukerepository.com)