Author: Luciano Gallo (Gambini)
Released: 26th March 2011
Review by Forge on 28th March 2011
Gambini pushes the build engine to the max with his wonderful effects and scripted sequences, which alone makes this map an absolute masterpiece, but it's the dour and gloomy atmosphere that make this map a work of art. The tension I felt while playing is reminisce of the first time I watched John Carpenter's remake of The Thing while home alone at night. There is a story behind the map hinting about some unknown entity or "experiment" that's been causing odd and unexplained events to occur throughout the hospital, but it seems that by the time the staff discovers what's going on and muster the courage to "shut it off", it's too late. The story then dissolves into little more than hints to solving puzzles with slight blurbs about what's actually going. There are some plot holes that can be filled by observation such as; "What happened to the staff"? You find out when you discover bodies being dumped in a huge meat grinder on the top floor. Other questions never really get resolved. What's behind the apparition like events going on throughout the hospital? Is it the aliens? Ghosts? Alien ghosts? The "experiment" has poltergeist like powers that also attracts aliens? This doesn't take away from the experience of enjoying the map, but a stronger, continuing plot line could really have built up for a climatic ending. The map is an epic exploration of a hospital. Even though the majority of the game takes place indoors, there are plenty of locations where the player can see outside through windows which gives the perception of openness and depth. You'll see expected locations such as operating rooms, examination rooms, a cafeteria, and recovery rooms. Some oft forgotten and rooms such as a laundry room and a morgue. And still some rather unexpected rooms like the previously mentioned meat processing room, aka, "the feeding machine". Quite a bit of thought and effort was put into how each location was presented, and even though you may have seen rooms like these before, you've may never seen them presented in such an individually detailed and realistic way. The ending, while it fits the theme and plot of the map, plays out more like standard Duke and seems less scary than the rest of the map. It is well laid out and designed, but it's setting is more "ruin and destruction" than it is "spooky gloom". This doesn't really make the ending anti-climatic, but it does lose a bit of the "fear factor". Game play is a mixed bag of combating aliens, solving puzzles, and standing back to watch the weird shit going on around you. This keeps you on your toes and prevents the map from getting dull (as if that's even a consideration). There's a good dispersion of health throughout, and a decent arsenal of weapons can be accumulated as the player progresses. Ammunition distribution is spread amongst the weapons, so don't depend on just two or three guns to get through, and there'll be plenty of rounds left at the end to get the job done. The layout is logical and there is little difficulty in navigating where to go. Some of the puzzles can be slightly confusing and slow down the flow of the game, but the answer is usually in the immediate vicinity and does not require having to go to another part of the map to solve it. Excellent trimming, texture selection, and ambient sounds, in combination with the incredible effects and sequences, makes for a very creepy experience and I recommend playing this at night with all the lights off and the sound up.
I don't want to go into detail and spoil any of the effects you'll experience while playing this gem, but overall a it's truly amazing map and well worth your time. The replay value may be slightly diminished after you solve all the puzzles, but may be worth a few more go throughs just to take a closer look at all the detailing, watching how the special effects develop, and to discover all the cleverly placed easter eggs.
Texturing/Lighting-Shading:10/10 Sprite Work/Detailing:10/10 Ambiance: 10/10 Architecture/: 20/20 Layout: 20/20 Gameplay/Design: 29/30 Overall: 99/100
Gameplay Type: SP
Requires: Duke Nukem 3D v1.4+ and JonoF/EDuke32
Filesize: 341.21 KB
Know of any other maps from this author? Let us know
RELEASE DATE: March 24 of 2011. 1.05v RELEASE DATE: March 26 of 2011. ====================================================================== THIS LEVEL IS NEITHER MADE BY OR SUPPORTED BY 3D REALMS (fortunately). THIS LEVEL REQUIRES EDUKE32/JFDUKE/PROASM TO BE PLAYED. EDUKE32 IS HIGHLY RECOMMENDED. Title : It Lives v1.05 Filename : It_lives 1.05.map Author : Luciano Gallo a.k.a. Gambini E-mail : gallo.luciano1[at]gmail.com Web Page : http://gambinidesign.blogspot.com/ Misc. Author Info : Anything I'd like people to know about me. Other Levels : Blown Fuses, DPCB (proudly part of), Rush Back, Hydrofusion Substation, Duke Nukem Ex Mortum, Men in Black and a few unknown ones. Description : This is where i should write a story, but the map has story elements inside, so just pay attention to the texts and screens. Additional Credits To : Thanks to Lezing for coming up with a fabulous effect to fix a scripted sequence, and for Lebuild. Thanks to MerliJn and his Red5 map, which motitated me to start doing this map. Also for betatesting. Thanks to Deeperthought for grammar checking in the level texts and for a few scripts for Mapster32. Thanks to Mike Norvak for the IT LIVES official theme and betatesting. Thanks to Helixhorned for all his Mapster32 support. Thanks to TerminX for fixing some stuff in Eduke32 at my request. Thanks to Mikko Sandt for betatesting. 1.05v special mention to Lezing, Mike Norvak and Mikko Sandt for their tireless patience testing and testing and testing Thanks also to all those who reported bugs so i could polish this revision. ====================================================================== * Play Information * IMPORTANT INFORMATION: THIS MAP IS DESIGNED, TESTED AND MEANT TO BE PLAYED IN SOFTWARE MODE AND WITH AN UNMODIFIED DUKE3D ATOMIC EDITION COPY. OTHER PORTS, RENDERERS, ENHACEMENT MODS, AND HIGH RESOLUTION PACKS ARE UNSUPPORTED AND NOT RECOMMENDED. USE THEM AT YOUR OWN RISK: THE MAP IS NOT GOING TO WORK/LOOK AS IT IS INTENTED TO. PUT THE AUTOEXEC.CFG FILE THAT COMES IN THE PACK IN YOUR EDUKE32 FOLDER IF YOU´RE GOING TO PLAY THE MAP USING POLYMOST. OR SIMPLY TYPE r_shadescale 1.14 IN THE CONSOLE AT THE LEVEL STARTUP. A quick list of the most noticeable issues when ignoring this advice (skip it if you´re going to play it as described above): JFDuke: Game crashes randomly. No fog pals. Some distant sprites blink in big scenarios. Proasm Duke3dw: Same than above but a bit more stable. Polymost (any port): Scenarios are wrongly illuminated and atmosphere lacking. Some surfaces look pitch-black (only new eduke32, fixeable writting r_shadescale 1.14 in the console or including the autoexec.cfg). Polymer: Same than above but worse. Plus: Performance issues, sprites clipping each other in the signs, SOME VITAL ELEMENTS IN THE LEVEL AREN´T VISIBLE, hardcoded lights in the switchs spoil secrets. Dukeplus: Requires an unsuported renderer. Also, enemies are smarter which makes the level too hard. The "too many sprites" crash is plausible. And monsters just dissapear frequently. In the other hand, i´ve added a bunch of special effects to use with Dukeplus, it´s a good candidate if the monsters dissapearance is fixed. Polymost/polymer HRP: unaccurate and ugly looking, wrong colors all over the level. Terrible performance. Do not even try it. Software mode in full screen (wide screen monitors) wrong ratio aspect, the image looks stretched. ======================================================================= Single Player : Yes, in software mode. DukeMatch 2-8 Player : No Cooperative 2-8 Player : No. Too many scripted sequences. Imposible to set for more than one player. Difficulty Settings : No Plutonium Pak Required : Yes New Art : No New Music : No, the usermap music ¨dethtoll¨ fits perfectly this level. New Sound Effects : No New .CON Files : No ===================================================================== * Construction * Base : New level from scratch Level Editor(s) Used : Mapster32, Lebuild 1.03´s map error checker and sectnum changes (until Helixhorned came up with the script_expertmode). Art Editor(s) Used : No new art, therefore no art editor needed. Construction Time : Almost three years, with lots of breaks in between. Known Bugs/Problems : There´s no fucking way to make a map work in all the ways Duke Nukem is played these days. I did my best trying to make a wide compatible map, including polymer lights, dukeplus effects and tweaking things (as model angles) for the HRP. You won´t experiment any issue playing the map in software mode, with the latest unnoficial Eduke32 and without enhacement mods (unless i missed something). ===================================================================== *Important Information* Installation : Just drop the map file in your duke folder. Launch eduke32 and browse the it_lives 1.00.map file in the "usermap" episode. I included an autoexec.cfg file, but if you don´t want to use it and will play the map with opengl, write r_shadescale 1.14 in the console before starting. Important Notes : This map has been designed to be played in software mode. ====================================================================== Copyright/Permisions: Distribute this map in the original package only. Do not include it in any mod, TC, pack or episode. Do not use this map as a base for another map. Do not copy/paste this map or part of its content in another map. Do not modify this map in any way. If you find a bug, just send me your report to gallo.luciano1[at]gmail.com Don´t let this community die! Give feedback to the modders/mappers if you like their work. It´s the only reward they get.