The license applies to MSDN text/images and to my levels

20th of December 2024

Crosstown Carnage | Single/Multi | Author: Andrew "vanshnookenraggen" Lynch | Download

The Review: According to the readme, the author has been working on Duke3D maps since the '90s, but he could never realize his dreams with the limitations of the day. Now he's back with a vengeance, as Crosstown Carnage is quite a massive map, taking full advantage of modern features such as TROR and Polymer lighting. The map was originally conceived as a mini-episode, but the author resorted to releasing it as a single map approaching 30 minutes in length (took me 26 minutes) instead. This is most obvious in the way the map consists of two major urban neighborhoods separated by an overhead train; once you reach the other station, you'll never have to return to the first neighborhood (which is good, as there's no good reason why you should have to). There's also a clear thematic separation between the two neighborhoods, as the first neighborhood has more spacious streets and clean office buildings, while the second neighborhood is something closer to a slum, being dimly lit, infested with purveyors of vice and, as if to underline the low-class status of the neighborhood, there's an overhead train running across the main street.
While the two neighborhoods are separate, there's plenty of interconnectivity within them, especially in the second neighborhood. This eases navigation considerably; there's actually very little need for backtracking. The map also includes a few new textures; these are mostly modifications of existing ones, which helps them fit right in. Design is mostly good and includes some eye-catching details; for example, there's a construction crane, and building exteriors have stuff such as air-conditioning units on them. However, design can also be sloppy at times, and the map benefits maybe a bit excessively from Polymer lights, as with Polymer turned off lighting seemed a bit neglected. So, hopefully your hardware is good enough for a decent framerate with Polymer on.
Combat is mostly fun, but this is one of those maps where you end up taking a lot of damage anyway, which is why there's an abundance of healing items around. Night-vision goggles are also actually useful in a few spots. There are a few new variants of old enemies; these didn't really feel all that necessary and threw me off balance the first time I came across them. Battlelords are a pain in this map, being used in the worst spots imaginable. In fact, the final boss is a Battlelord on a football field; with no cover, this becomes a matter of simply outlasting the enemy.

Conclusion: Crosstown Carnage is in many ways what a Duke3D urban map should be: expansive, interconnected and featuring all the classic locations from night clubs to a subway system. Moreover, this one gets a boost from modern features such as Polymer and TROR. It's also a bit janky and unpolished at times, no wonder really considering the map's lengthy development cycle. It's quite action packed too; mostly fun, but for the love of god get rid of the god-awful Battlelords.

Rating: 94

Highslide JS Highslide JS