- There is a hint for the 10-switch combo (I don't know what on earth I was thinking when I made that).
- Some enemies that were sprites (specially those from HL) are being converted into models.
- The skaarj from Unreal does no longer float (I didn't understand how tile offsets work back then). I don't know if I will be able to make it 3D, though. Not with its original animations at least.
- Level inconsistencies are being mostly fixed (except for the random mash-up of enemies; it might not have any sense, but I did't care back then and I still don't, the mix is what makes the TC fun IMO. The new episode will be more consistent with that, though).
- Difficulty is being balanced. It will be still hard on harder settings, but at least the easy difficulty won't be a pain in the arse to get through.
- The Quake 2 gunner doesn't become invincible anymore. Neither does the Quake Fiend, which also became invulnerable under special circumstances.
- MP5 doesn't have infinite ammo anymore.
And more fixes to come...
Also, the third picture MetHy posted is not a bug, but intentional. That's not the way you have to go to get the blue card which is on top of one of the houses
Many thanks for the constructive criticism!

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