Aleks, on 02 June 2022 - 09:36 AM, said:
I personally don't mind invisible walls that much as long as they're somehow hinted (e.g. a police line) just to close off the player area.
They are difficult to manage at times, especially since Duke3D is less abstract than say, Doom or Quake where mappers have more options to warden off areas. The borders in Piggish Prison are clear and do their job perfectly and I usually don't ask for much when it comes to the outskirts of a level, my issue stems primarily in the actual playing field. If you do make an update, perhaps also consider removing the invisible wall along the cliff edges in Freezing Fear and have it a fatal fall just to feel more natural.
Aleks, on 02 June 2022 - 09:36 AM, said:
Also just now I realised that none of your e-mails in the PDA mention anything about abandoning your projects, can't believe a 15 year old me wouldn't be tempted to go this obvious route back then.
Honestly, I was even prepared for the inevitable joke and surprised you didn't jump on the easy prize. Almost expected to be some engineer or something with a dozen unfinished crafts when the base needed them the most.
Aleks, on 02 June 2022 - 09:36 AM, said:
so wouldn't mind a little shift in direction of at least some maps to once again be these 10-15 minutes "museum" maps with stupidly good details.
I wouldn't mind the occasional smaller scope project from folks every now and then between these opus-magnums, but I'm not exactly one to talk either, haha.
Aleks, on 02 June 2022 - 09:36 AM, said:
But I'd say take your time here and perhaps it would be better to wait for the "BiB 2.0" which I mentioned above.
I think that would be better and I look forward to the update. There's more than enough projects to review until then, so long as I impose a variety of stuff in my queue or risk further burn out, because there's been so many releases to catch up on!