Author: Aymeric Nocus (MRCK)
Released: 25th May 2009
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
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
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
===================================================================================== ======================================== * 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. ===================================================================================== ======================================== 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) ===================================================================================== ======================================== * 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 ? ===================================================================================== ======================================== * 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 ===================================================================================== ======================================== * 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. ===================================================================================== ======================================== --[Aymeric Nocus 2009]--