[RELEASE] Bobby "10/15-minute sandbox"
#1 Posted 20 July 2026 - 03:14 AM
Was constructed almost exclusively to the DN2 soundtrack but this .mid is from a different game.
Simple 10-, 15-minute level, never really difficult. Requires EDuke for sloped sprites (cosmetic issues only without, not functional/gameplay ones), and sprite limit +. See .txt. Have fun if you can.
This post has been edited by ck3D: 20 July 2026 - 05:01 AM
#2 Posted 20 July 2026 - 07:54 AM
Gameplay was fun and challenging - and a little tricky with those holes sending you to slime or purple lava. Gotta watch your step!
I admit the ending got me a little confused...
#3 Posted 20 July 2026 - 08:18 AM
Edit: nice and difficult in DukePlus/CGS. Double shotgun pigcops especially
This post has been edited by stillTodd: 20 July 2026 - 08:35 AM
#4 Posted 20 July 2026 - 08:41 AM
Dr.Panico, on 20 July 2026 - 07:54 AM, said:
Gameplay was fun and challenging - and a little tricky with those holes sending you to slime or purple lava. Gotta watch your step!
I admit the ending got me a little confused...
Thanks! So,
@stillTodd I suppose this type of level should lend itself to DukePlus quite well. I have yet to test it like that but I suspect it's quite fun in AA using all of the different characters, none would have the same means of traversing and reaching each checkpoint but also wouldn't be downright cheese either, and regardless of choice might play somewhat fairly balanced.
This post has been edited by ck3D: 20 July 2026 - 08:58 AM
#5 Posted 20 July 2026 - 01:48 PM
DP enables enemies to attack more effectively from afar, for those not accustomed to playing that mod. I'm guessing AA does some of this too.
#6 Posted 21 July 2026 - 01:54 AM
stillTodd, on 20 July 2026 - 01:48 PM, said:
DP enables enemies to attack more effectively from afar, for those not accustomed to playing that mod. I'm guessing AA does some of this too.
Oh AA revamps and boosts a lot of the OG enemies' capabilities and also throws in more realistic behavior such as Battlelord being able to dodge rockets and jump around (also much more precise with grenades that now bounce around), Overlord being able to use back-mounted device to propel forward and dash attack, some things are more subtle e.g.. Pigcop hitbox when ducking actually changing. And that isn't even counting on one hand, all of the various traits/modes/specific capabilities each enemy can inherit based on tag or pal decided by either mapper or game; and on the other hand all of the other new enemies, minibosses and bosses that also come in variants... A lot of them robotic/machines too which just so happens to be to my liking (wish that direction wouldn't have been mostly ditched by the franchise from D3D onwards).
Anyway there is a specific, red Octabrain variant that I love using as leaders of big packs (usually my big packs of Octabrains come in eight's or multiples of 8, my silly logic being since it is an enemy whose defining force is 8x computing power/brains, I like to imagine even in groups it will operate according to that logic); it has the ability to move the player around the room (really mostly just draw them towards them/the pack/hazard when combined with clever design...) using telekinesis. In this level it would be an absolute threat; what's funny is right now I can't remember if by default/in which exact circumstances AA assigns random traits to enemies when playing user maps. So when I finally test the level in AA there is a 50% chance it will play somewhat safe and 50% I will be surprised by things like that.
This post has been edited by ck3D: 21 July 2026 - 01:57 AM
#7 Posted 22 July 2026 - 02:01 AM
I've also made a special Alien Armageddon version with most textures and some enemies swapped (some red Octas, miniboss changes). I am including it now even though I haven't thoroughly tested it yet, but it should be fine regardless of if playing as Duke, Shelly, Wes, Mando or Deanova. The sky probably doesn't tile properly and more AA features could creep in but would rather not.
Attached File(s)
-
BOBBY.rar (48.7K)
Number of downloads: 31
This post has been edited by ck3D: 22 July 2026 - 02:14 AM
#8 Posted 22 July 2026 - 07:50 AM
ck3D, on 22 July 2026 - 02:01 AM, said:
I've also made a special Alien Armageddon version with most textures and some enemies swapped (some red Octas, miniboss changes). I am including it now even though I haven't thoroughly tested it yet, but it should be fine regardless of if playing as Duke, Shelly, Wes, Mando or Deanova. The sky probably doesn't tile properly and more AA features could creep in but would rather not.
Crazy fast how you can pump these maps out. Nice work on the map! Bobby @ Dukemaps.net
#9 Posted 22 July 2026 - 09:18 AM
Awesome to have the keyboard version of the SC88, as another tribute to Robert, as part of the ending.
#10 Posted 22 July 2026 - 09:47 AM
Base D3D version didn't/shouldn't budge.
For curiosity's sake, screenshot differences between the two versions:
stillTodd, on 22 July 2026 - 09:18 AM, said:
Awesome to have the keyboard version of the SC88, as another tribute to Robert, as part of the ending.
Only reason why I can get AA running at all on this machine is it actually works remarkably well in classic mode/the software renderer at least for me, even though it isn't designed for it, that's an available option you always can try as a hail mary if you desperately want to get into the whole mod; should only result in a few glitchy colors when getting hit by a couple of very specific, somewhat rare new enemies, and lock you out of the Polymost-only content that for the most part is cutscenes. Even some of the occasional models have classic renderer placeholders that do just fine at this point.
Attached File(s)
-
AABOBBY.rar (48.93K)
Number of downloads: 29
This post has been edited by ck3D: 22 July 2026 - 12:16 PM
#11 Posted 24 July 2026 - 01:08 AM
_
"Blast Radius edition of my Robert Prince tribute map. EDuke32 required (and obviously a working Blast Radius install or the new enemies will not perform).
Also available: the original, base Duke Nukem 3D (Atomic and up) version, and the special Alien Armageddon edition, both of which can be downloaded here.
Compared to the original version of the level, the Blast Radius edition is harder, seeing as it puts some of the exclusive enemy variants to use, but there also is one extra Shrinker to find somewhere that should compensate. And, the music is different."
#13 Posted 27 July 2026 - 01:59 AM
#14 Posted 27 July 2026 - 02:32 AM
Danukem, on 27 July 2026 - 01:59 AM, said:
Thanks again for playing.
This post has been edited by ck3D: 27 July 2026 - 05:27 AM
#15 Posted 29 July 2026 - 02:18 AM
#16 Posted 29 July 2026 - 02:41 AM
This post has been edited by ck3D: 29 July 2026 - 06:15 AM
#17 Posted 29 July 2026 - 12:54 PM
Gameplay-wise, I liked how it was based around respawns and "waves" of enemies and as always, it is fun to have commanders and octabrains "infighting". The large open space made the commanders especially work well as they never got stuck and kept spamming with their rockets, but never in a "dickish" way. Also, the whole map was not as "cramped" with blocking sprites as I had feared when seeing the all the trees at the beginning, which made movement/dodging a lot nicer (this is something I hated in the first Zero Zone map in particular, since I brought it up). I spent an extra bit in the map before inputting the keys since I couldn't locate the shrinker, but all the ammo ensured me it's going to be somewhere out there in plain sight. The finale was nice as well - for a moment, I thought you are just going to have Duke trapped there and let him die through commander spam from afar, but it did "descend" to the end-game screen fairly soon.
#18 Posted 29 July 2026 - 01:15 PM
Aleks, on 29 July 2026 - 12:54 PM, said:
Gameplay-wise, I liked how it was based around respawns and "waves" of enemies and as always, it is fun to have commanders and octabrains "infighting". The large open space made the commanders especially work well as they never got stuck and kept spamming with their rockets, but never in a "dickish" way. Also, the whole map was not as "cramped" with blocking sprites as I had feared when seeing the all the trees at the beginning, which made movement/dodging a lot nicer (this is something I hated in the first Zero Zone map in particular, since I brought it up). I spent an extra bit in the map before inputting the keys since I couldn't locate the shrinker, but all the ammo ensured me it's going to be somewhere out there in plain sight. The finale was nice as well - for a moment, I thought you are just going to have Duke trapped there and let him die through commander spam from afar, but it did "descend" to the end-game screen fairly soon.
Thank you for playing and commenting, Aleks! Trips me out to think we have been giving each other feedback for about twenty years now.
Yeah Octastrophe can be a rather difficult map, not just because of the blocking sprites (IIRC they were rather reasonable) but mostly due to all of the 'negative' or 'tradeoff' Atomic Healths everywhere (Zero Zone has different Atomic Health types, the normal type, one that gives you 100 HP and instant roids rush, one that swaps health for Expander ammo refill, one that swaps health for Shrinker ammo refill, and one called Diet Pepsi that is just plain mean HP malus). Zero Zone in general is strange/experimental and clearly over the top (it is an exaggeration/caricature of Blast Radius end-game gameplay, after the episode has crumbled from hardcore into downright chaotic), which is the very reason why I paused dev on it. If I ever go back to it will be when I have wisened up, but I also am not interested in that direction anymore, 6 speed maps was enough to demonstrate (to myself first and foremost) what works and doesn't work about the formula, it doesn't need to reach the state I was originally envisioning (which was 24+ more maps
Bobby actually is my third 'pixel art map' (not counting all the oulipo I always do now). There also was Large Ham in Alien Armageddon HTTKB that is a Pigcop level (with matching soundtrack by Juvenite - PIGRAP). Large Ham technically and conceptually is the most advanced one, as it is the only one that you win by animating (unlocking the exit makes the automap Pigcop start shooting). That direction really is a 'new' spin on the concept of 2.5D.
Blast Radius version has an extra Shrinker, in retrospect probably should have existed in all versions, but that such small yet important differences exist between them is also cool (hopefully!).
Happy you had fun and liked it!
This post has been edited by ck3D: 29 July 2026 - 02:10 PM

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