Whistleblower

Reviews 4.00 star(s) 5 reviews

Was hungry for Drake content. Was happily surprised seeing Drake content in 2026.

Being a first release it's not bad, I'm honestly surprised you went with something as ambitious as Drake for a first set of maps, but there seems to be an pretty solid understanding of the mod's mechanics.

Like others have said, first thing off the bat is that maps are super blocky and room-to-room, like a super old 1996/7 map. That comes with time, I did notice a number of odd leaks in the geometry, a little too many to count but I know off the bat in the first level there's one by one of the first hedges you pass.

Biggest thing to improve on with geometry is really just the spacing. A lot of times, there's a lot of awkward, empty space. Making things tighter and smaller is better for quick manueverability. Big example is that section in episode 4 with the big lava pit where you had to hop on a moving platform. Does it have to be that long? The sole episode 3 map is a bit of an offender in this regard too, both outside and inside the main pyramid in the middle. Alternatively, adding combat encounters in these areas is a good way to keep someone engaged, but with that...

... Ammo/health pickups. Pickup distribution felt super weird here. I'd find myself seeing more than enough health pickups in a small room with a couple enforcers and modified grunts, not a tough fight. A few rooms down the line, I'm fighting Armagon, getting my ass kicked, and scrambling to find-- no pickups in the room with the whole ahh boss in it. Putting pickups near harder rooms is better, and more ammo was often needed. Drake caps rockets at 50. There were almost zero armor pickups throughout the whole thing. It felt a little awkward then running into a whole bunch of health pickups together, like an "omigosh so sorry here's a million HP!" It feels a little messy, spacing out healthkits a little better (whilst putting more by harder fights) makes things flow smoother.
On account of weapons, I found myself using the vanilla repertoire more than anything else I basically only got special weapons from enemy drops, which was unintentional. Drake offers a lot of cool weapons, but it's easy for both mappers and players to use the same vanilla weapons. Forcing more unconventional weapons like the MIRV/Sidewinder whilst not providing a regular RL for a bit is an example of challenging players with the Drake arsenal. Of course, with a lack of cell pickups minus those huge panic drops in the penultimate level, the new cell weapons weren't of much use.

Secrets were alright, heck even quite good for someone's first map. You have a good grasp of using breakables, although I recommend more small cracks in 'em in the future. It's more or less a standard practice, and I think that would help greatly with the room in episode 4 where you had to break the 4 beams on the ceiling to drop the big drill. I had no idea what to do until I started firing rockets haphazardly around me out of boredom (shrinking that room would also help a little, even compared to the drill, it's super big). Was a little sad some of the big vent systems in episode 4 didn't house any secrets, a lot of missed potential there. Good to see breakable secrets and one behind the portraits in the castle map. I think it'd be cool if more unique Drake items (ie special armors, heart of darkness, tome of power) were in secrets, as well as special ways to access secrets with things like the boots of levitation or...

The grappling hook. You get it pretty early on, but it seems like everyone forgets about it. It's good for moving through aforementioned giant maps or annoying mobs of allied AI, but having boss arenas that have areas that you could grapple to for strategy or hiding secrets behind grapple-exclusive spots would've made things interesting.

Last thing I'd like to share is my opinion on the bosses. As others have said, too hard. This mostly stems back to the issue with resource pickups mentioned earlier. Biggest examples are the black dragon in the third-ish map, the gugs and Armagon fights in the final prison, and the final level. The dragon especially-- how the heck would you even beat it? All the pickups in the map are not enough. I had to go god, quad damage, impulse 9, and then use the blizzard cannon to finally kill it. Without cheats, I ended up just running. In the prison, I was running very low on health, even with the all the allied AI on my side. The final boss... hooo boy. The scarce weapon pickups at the start weren't enough ammo, and basically no health pickups. That enemy in the center is a Sha'Vile, meaning it's got the hitscan attack of an archvile, with way more range than a regular Shambler's. You are being attacked by vores, shamblers, and a sha'vile... in an arena with zero cover. You have to bait infighting to have a fighting chance. As per the CEO fight, zero health pickups, zero armor... that's when I went full god, quad, MIRV... the arena itself is empty and blank, another way to minimize all that empty dead space is adding cover alongside enemy encounters. Just a few pillars isn't enough against an enemy of that speed and intelligence, never mind varied arsenal. Sure you have a crapton of allies, but it's important to remember that their navigation AI is jank, their weapons are weak, and they basically inevitably die. In episode 3, they all started telefragging themselves as they entered the portal to the top of the pyramid (see image) I know it can feel cool and even goofy having so many allies, but it kind of just feels awkward when you do most of the fighting + they inevitably die + you struggle walking through all of them. I think Tronyn himself only used about 4-5 allies at a time in the handful of maps where he included them.
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All in all though, I hope all this helps if you're still working on this, or choose to make more Drake content in the future. Even Tronyn's first releases weren't perfect. If anything, I'd say look over the readmes in the devkit folders for Drake to look at the health values of enemies and ammo counts/weapon gimmicks, and if you haven't already, play through ARWOP, Unforgiven, Something Wicked, etc. that lead up to Drake's creation. It might provide a good picture of solid encounter design. Good work.
Skill
Normal
B
BenB
Hey, many thanks for taking the time to play through the whole campaign and write up such a detailed review. I really appreciate the time and effort you put into it, especially all the specific examples. It’s really helpful to hear how the campaign played from your perspective :)

I’m really glad you enjoyed the Drake content and found the overall use of the mod interesting. There are definitely a number of things in your feedback that I want to look at for a future iteration, particularly resource distribution, encounter balance, and making better use of the grappling hook. I’ll also have another look at the boss encounters and see if I can make them a bit more approachable without losing too much of the challenge. I’ll also revisit the villagers getting telefragged in Episode 3.

I think some of the other points are more a matter of personal preference. I actually really like playing alongside the friendly AI. I was trying to evoke a larger-scale story and campaign with Whistleblower, so some of the larger spaces and the number of friendly characters were intentional. While there are definitely things I can improve within that style, I probably won’t change the overall direction too much :) That being said, I will try to think about ways to keep the player more engaged in some of the quieter parts and see how to improve the overall flow.

Thanks again for taking the time to play through the whole thing and write all of this up. I genuinely appreciate it, and there’s definitely some good stuff here for me to take forward.
First of all, the positive: for a debut project, this is truly fantastic. The sheer scale alone is impressive, and it's obvious how much work and dedication went into it. Even though the Drake mod isn't really my thing, I still found it very impressive.


That said, I think the project would have benefited from being a little smaller in scope and a bit more polished. I often wasn't sure where to go or how to progress, and there were plenty of situations where it was possible to accidentally trap yourself. I also found many of the boss fights more frustrating and tedious than enjoyable.


I'm looking forward to seeing what comes next, and thank you very much for all the hard work that went into this project.
Skill
Hard
B
BenB
Thanks for playing and for the feedback. And happy to hear you found the good sides of the debute project :)

I appreciate your comments about navigation and polish, and those are definitely areas I'll continue working on. I luckily found someone doing a playthrough on Youtube, so I have some idea where more direction in needed :) As for the boss fights, I can understand they won't be everyone's cup of tea.

Thanks again for taking the time to play through the pack and for sharing your thoughts.
I could only really describe this mod as being 'genuine'. As in, it really does feel like someone sat behind a computer and was truly happy with what he made in the end. I guess that's what motivated me to complete it. A large number of the maps are noticeably rudimentary as to be expected of a newbie mapper, albeit I never ended up getting lost or without a direction to head in until maybe that one level where you have to liberate all of the captive villagers and storm the mansion.

I suppose what I'm getting at here is that it's actually quite a fun experience, as far as the Drake mod goes -- it can often end with repetitive game-play and overly ambitious maps because the developer will tell himself, "Oh, I have so many options to choose from!" and choose from maybe about seven of them; I didn't quite get that impression here, so, well done. It manages to stay quite engaging and the enemy vs. enemy battles are entertaining, I haven't really seen anything like that published recently. You're on a good course, I'm looking forward to what else you may have to produce.
Skill
Hard
B
BenB
Thanks a lot for the review! This was my first serious mapping project, so I know there are plenty of rough edges, but I'm glad the maps stayed engaging and didn't fall to much into some of the common Drake pitfalls you mentioned. Also happy to hear you enjoyed the enemy-vs-enemy battles. I learned a ton while making this pack, and your feedback gives me a lot of motivation to keep improving. Thanks for playing! 😊
Quite impressive for a 'first'!
The sheer amount of work to make a multi-map pack... my respect.

The maps themselves: well, i can see the learning curve. In general, the earliest maps are blocky, have bad lighting, bad texture alignment, are a bit oversimple, some have the same plot line and so on. But they are gradually improving, and the imagination is there!

Allow me to suggest that You find 2 - 4 beta testers; then go through the maps, one by one and get them improved and/or debugged. Some input from friends can really move stuff.

I'm very happy to have You in the mapping community, and i look forward to see ver.1.0 ! :)

Thanks for all Your work, and thanks for sharing!
B
BenB
Thank you so much for the warm welcome! It means a lot to hear that from a member of the community :)

You’re absolutely right about the learning curve, but happy to hear you see some improvement and the imagination, that means a lot. Someone here send me some detailed feedback which will really improve the maps, so I completely agree with the suggestion for beta testers :D Hope to collect more feedback to keep improving and learning.

Many thanks again for the review and I hope to share an updated version of the maps soon.
Charmingly 90s, the environments can be quite atmospheric at times considering their simplicity. I liked the comedy and story telling. I haven't played too many maps using Drake / Keep etc, but I see a trend in them being generally a bit too hard, especially on Nightmare, I had to use god mode a few times and I almost never do it. There are possibly some progression woes too, such as in episode 3's map, either due to me missing something or maybe sequence breaking, it's hard to say with the grappling hook, so noclip also got unearthed for this. Looking forward to future updates, especially since I think a map is missing? (the one after beating the final map).
Skill
Nightmare
B
BenB
Hi many thanks for your comment, glad you liked the comedy and story and many thanks for your feedback :) I will look at the points you raised and try to improve. Could you perhaps share what sections were to difficult (on Nightmare)? I will then check how I can simplify. I can imagine that episode 3's map can lack some direction, will try to add some more structure there. If you have any suggestions feel free to share.

Indeed, the last map still needs to be added. I have one in draft, but needs some touch up, will come in the next iteration.