Author: Aymeric Nocus (MRCK)
Released: 25th May 2009
Rating: 98
Review by Forge on 26th May 2009
Duke Nukem Forever (Bottles to the Ground), circa May 25, 2009, by Aymeric 'MRCK' Nocus
Duke is in his apartment having a few brews when those damned aliens interrupt his relaxation time by stealing all his beer. Duke isn't putting up with that crap; it's time to kick ass. Another quality release with a solid design by the author; the map has incredible detailing, great shading and texturing, and well worked architecture and sprite work, all to create a wonderful city block with a nice dark, abandoned atmosphere. There's plenty to look at and great care was taken to make sure the map maintained a high standard from start to finish. The map is also loaded with easter eggs and inside jokes to keep the casual player entertained while exploring around and blasting alien scum.
Duke must make his way around the city block to find the buttons that allow him to reach the bottom of the invasion. He starts out lightly armed, and as the map progresses and the aliens become more numerous and tougher, the available weapons increase in power to keep the combat evenly matched. Tactics is a must as ammunition and health are strictly limited and if you think you're going to rush through with guns a-blazing, you're in for a short experience. The aliens are strategically placed to lay down sniper fire and ambushes while other aliens are coming at you in a frontal assault.
Intense and methodical exploration is a must as the buttons and switches needed for progression are cleverly concealed and there are several areas where additional stores of health and ammunition are "hidden" in plain sight. The map is nonlinear and you can go in pretty much any direction you want, and all the locks are of the same key card color so there's no specific order in which they must be entered. If you take your time to look around you should have little difficulty in finding most everything, and you get to enjoy some wonderful scenery while you're at it. The map has a second secret exit and if you manage to discover the button to open it, then you have incredible attention to detail.
Texturing/Lighting-Shading: 10/10 Sprite Work/Detailing:10/10 Ambiance: 10/10 Architecture/Design: 20/20 Layout: 19/20 Gameplay/Difficulty: 29/30
Overall: 98/100
Gameplay Type: SP
Requires:
Duke Nukem 3D v1.4+ and JonoF/EDuke32
Filesize: 1.18 MB
Level includes: new CON code, new music, new sounds, multiple difficulty settings
Download:
Duke Nukem Forever (Bottles to the Ground) (1144)
Other releases by Aymeric Nocus (MRCK):
Anarchy City 1,
Anarchy City 1: Atomic Version,
Anarchy City 2: Neighbourhood Nightmare,
Anarchy City 3: Zero Tolerance,
Clérey,
Dark Side of the Moon,
Downtown Ride,
Filler,
Happy Hangover,
Meatball Sub Makin,
Mega-CGR,
Notre-Dame des Aydes,
Overtime,
Rural Nightmare,
Tours - Rives du Cher
Know of any other maps from this author? Let us know
Mapping template:
=====================================================================================
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* I M P O R T A N T N O T I C E *
THIS LEVEL IS NEITHER MADE BY NOR SUPPORTED BY 3D REALMS.
THIS LEVEL IS INTENDED TO BE PLAYED IN CLASSIC 8-BIT MODE AND
REQUIRES EDUKE32.
BE SURE TO RUN DNF_BTTG.BAT TO PLAY THIS LEVEL
PROPERLY.
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Title : Duke Nukem Forever (Bottles to the Ground)
Date Finished : May 25th, 2009
Filename : DNF_BTTG.map
Author : Aymeric 'MRCK' Nocus
Email Address : MRCK41[at]hotmail.com
Web page : http://mrcksdukemaps.blogspot.com
Misc. Author Info : Check out my web page to know more about me and my maps.
I've been playing DN3D since its release
and started mapping for it in 2000/01 - something I had
already been fantasizing about for a while
without ever taking the time to get to learning how to it.
I'm a big fan of the game's original
spirit with its easter eggs and caustic humor, so you will
always find a lot of that in my maps,
it's my way to try to keep it alive as the years go by so
the game retains what made its success
and never turns into something dull.
Released maps by me : Happy Hangover, the AMC Pleaser, Roch Island, Rural Nightmare,
Filler, Overtime, the old Anarchy
City series and much more, all available at my site, so
once again, check it out if you happen to
be interested.
Description : Duke is at home watching TV and enjoying a few beers, not
letting himself being distracted by the
explosions that can be heard outside - if that's a new
alien attack going on, it can always wait
until his movie is finished. Not feeling ready for some
action quite yet and satisfyingly wallowed
on his couch, Duke lets his empty beer can fall to the
ground and extends his arm to grab a new
one - wait a second. No, there really isn't any beer can
left in his reach. 'Damn', he mutters, as
he struggles against his own will of staying immobile and
letting things happen in a purely nihi-
listic kind of fashion, to drag himself off the couch to
the kitchen fridge as a desperate attempt
to sustain his now instinctive alcoholic needs. But just as
he opens the door, a traumatizing
surprise awaits him...
All in all, this is just an excuse for another fucking city
map at night. It probably features the
most easter eggs that were ever thrown into a single map
(besides my own and some maps by the
Oostrum brothers), I had a lot of fun working on this one
and truthfully hope noone will get
offended by some of the private jokes, just stating because
I know it has happened in the past...
SOME IMPORTANT INFO NOW : the gameplay in this map is
rather special, and quite unlinear. Basically
----------------------- you need to find and activate
FIVE switches scattered everywhere in the
( contains spoilers ) map in order to unlock your way
out. You will also have to find the spot
where all the keycards are
located and regularly go back and visit it as
you unlock all the red doors
(since you can only carry one key at once),
despite the beast(s ?) that
guards (guard ?) them. Speaking of which, I
would strongly recommend not to
even try to fight it (them ?), just run
for your life and conserve your
precious ammo, you might need it later...
Since this map is very open and
unlinear, remember to try climbing
everywhere if you get stuck or if
you find yourself in a painful
situation and need an emergency
way out. You can get to the top of some
of the buildings by jumping
against their walls, which I can only recom-
mend you to try if you're in the
need of extra items or looking for
secret areas. Also, nothing is a
given in this map - there are enough
health packs and items for you to
survive, they're probably just not
sitting in front of your nose. Be
sure to get out of your way sometimes
and EXPLORE AROUND - most of the
time your effort will be rewarded.
Because of this the map might
feel pretty tough or confusing the first
time around, but you will find
your way through it eventually.
Also let it be stated that this
map has TWO possible exits - the regular
one, and a secret one. The secret
one being very well hidden, I'm giving
you props in advance if you ever
manage to find it without cheating.
Additional Credits to : Kim Robinson at http://www.dukerepository.com for his early
support back in the days I needed it
the most ; Corentin aka. 'MetHunter', Forge and Gambini for
the extensive beta-testing and their
quality feedback that helped enhance this map an awful lot;
the rest of the community,
esp. my main inspirations Pascal Rouaud, Gambini, Eddy
Zykov's latest efforts and Taivo Maripuu.
Frode aka. 'Puritan', from whom I borrowed some of the new
sound clips that come with this map.
Gorillaz, NOFX, the Beastie Boys, Moby, Public Enemy, Zen
Guerrilla, the Throwing Muses, Stupeflip,
Daft Punk and all those bands who provided me with some
sweet background music as I was working on
this piece of shit ; my cat for reminding me that eating
and sleeping are not optional in life,
my friends and all the usual whatnot. I'll admit it, I'm
just trying to make the process of writing
this authoring template last, because it's my very personal
guilty pleasure when I'm done working
my ass off on a custom level for a freaking video game -
sorry to whoever reads this, I bet most of
you don't anyway. (LOLOL LOSERS)
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* Play Information *
Episode and Level # : #1 user map of both God AND Satan at the same time, now
fucking beat that.
Single Player : Nigga can be single fo' drizzle yo boiii, an' be a playa
too innit, shiz.
Cooperative 2-8 Player : I forgot to throw in the player sprites so no, but feel free
to do it yourself and call it a day.
DukeMatch 2-8 Player : Same as above, have your fun. Fuck it dude, let's go
bowling.
Difficulty Settings : YUUUUUUS. Piece of Cake and Let's Rock are the same except
the former one is for wussies. Come Get
Some has more enemies, tougher fights and one part of the
map is, uuh, more occupied. Damn I'm Good
is just hell on Earth and will keep you on your toes the
whole time because you won't get to rest
a single second anywhere, better make a wise use of those
five pipebombs you get at the start...
This level is primarly intended to be played on Let's Rock,
though.
New Sounds : Yes, a couple of 'new' voice clips, and about a minute of a
bootlegged NOFX concert.
New Music : Yes, from Perfect Dark.
New Graphics : Nope.
New/changed CONs : Yeah, to enable the new minibosses and shit.
Demos Replaced : What year are you stuck in, 1996 ?
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* Construction *
Base : New level from scratch.
Build Time : About two months, on and off, mostly off.
Editor(s) used : Mapster32 and JonoF Build (which I've now completely
dropped... gotta live with the times)
Known Bugs / Problems : None besides a couple of visual glitches here and there you
might not even notice and are direct
or indirect consequences of the limitations of the engine
itself. Gameplay-wise everything should
be good.
May Not Run With... : Anything that's not Eduke32. You need a port to run this
one since it bypasses the original Build
limits, and this map has too many sprites displayed at once
for JonoF to handle it properly.
Also using the HRP might make look everything ugly as fuck
(I don't know, I haven't tried, but
it often happens with maps that were primarily designed for
classic mode), and was designed with
classic 8-bit play in mind, from what I've been told
playing it in Polymost seems to cause more
glitches (but Polymost doesn't work on my machine, so I
can't tell).
* Copyright / Permissions *
Authors MAY NOT use this level as a base to build additional levels. But they can
scope it under Build to see how the new
effects work.
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
intact.
You SHOULD send me some feedback, just e-mail me at MRCK41[at]hotmail.com or catch me
online on a Duke-related site.
* Where to get this MAP file *
DN-R : http://www.dukerepository.com
MSDN : http://www.planetduke.com/msdn/
My page : http://mrcksdukemaps.blogspot.com
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* Important Information *
Installation : Unzip this archive into your DN3D game folder. RUN
DNF_BTTG.bat, and load the level as usual.
Important Notes : Pretty sure it's all been said by now. Enjoy the level and
have fun.
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--[Aymeric Nocus 2009]--






