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Reputation: 100 I have a solid reputation
Group:
Junior Members
Active Posts:
42 (0.03 per day)
Most Active In:
Duke Nukem 3D maps & level editing (26 posts)
Joined:
23-June 13
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2,678
Last Active:
User is offline Sep 13 2017 12:20 AM
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Topics I've Started

  1. [RELEASE] Infested Warehouse

    13 September 2017 - 12:19 AM

    This is another one of my Doom-style maps; it's mainly a warehouse-themed map with a big dark indoor area that has lots of random crates. (There are also lots of side rooms connected to the main storage area, including a smaller "secondary" storage area with lots of smaller crates.)

    Something funny I noticed while testing the map is that, every now and then, I would hear a random explosion coming from somewhere. I think this is because there are several single pipe bombs on top of the big piles of crates (among other places); I originally intended for the player to be able to pick those up, but it's likely that when liztroops are shooting at you (or at each other, because infighting is particularly likely in that big area) they will hit one and cause it to explode.

    Screenshots:

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  2. [RELEASE] Departure Chambers

    13 July 2017 - 12:19 AM

    This is probably the biggest and most complicated Doom-style map I've made up to this point. Here's a partial list of the fun things in this level:
    - There are one-way teleporters all over the place.
    - There are a few teleporters that send you to different places depending on which side you enter them from.

    Screenshots:
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  3. [RELEASE] Mario Kart 64 Double Deck

    22 June 2017 - 02:31 AM

    This DukeMatch map is based on the Double Deck from Mario Kart 64. (This isn't my first remake of it, but I think it's my best (if you can render it properly).)
    This time around, I decided to use TROR scissoring, which the classic renderer can't quite handle. In the screenshots, I went out of my way to find places that look good in the classic renderer...there are no such places in Polymost; in Polymost, the level just glitches out no matter where you go...it's like some kind of Gorgon of TROR or something.
    (Is there anything that even supports both TROR and actual DukeMatch?)

    Screenshots:
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  4. [RELEASE] The Overlord's Throne

    29 May 2017 - 04:13 AM

    This is another one of my Doom-style maps. (I've actually been working on it on and off between other maps, so it took a really long time overall.)

    Screenshots:
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    Also, since this is a 2017 map, I think this is obligatory.
    Spoiler

    (I don't actually support requiring that; I just think it would be nice if all 2017 maps had this.)
  5. [RELEASE] Express Elevator

    10 April 2017 - 08:52 PM

    I'm counting this map as another one of my Doom-style maps, but I think it plays significantly differently from my other Doom-style maps (at the start of the map, anyway).

    While testing the map, I noticed a lot of vertical jittering related to stuff being in the elevator sectors, but it might be because the version of eDuke32 I used for building/testing the map is old (r3888 to be specific); do later versions fix this? (I just might look into this more later, but for now I'm rushing to release the map due to upcoming IRL stuff.)

    Screenshots:
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    Also, since this is a 2017 map, I just had to include the obligatory...
    Spoiler

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