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Reputation: 117 I have a solid reputation
Group:
Junior Members
Active Posts:
46 (0.03 per day)
Most Active In:
Duke Nukem 3D maps & level editing (30 posts)
Joined:
23-June 13
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3,416
Last Active:
User is offline Mar 11 2018 08:33 PM
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Topics I've Started

  1. [RELEASE] Fortified Fissure

    26 February 2018 - 05:10 AM

    This is another one of my Doom-style maps...it revolves around this big fissure that has fort-castle-tower-y structures in and around it as well as a certain level of...stuff in it, and there's a big floodgate you have to open to change the level of...stuff in the fissure. (This map probably has some of the worst switch abuse I've ever put into a map.)

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  2. [RELEASE] Rising Tower of Deception

    13 October 2017 - 01:14 AM

    This is yet another one of my "Doom-style" maps; two key things about this map are (1) it's a boss map, and (2) it has the mother and father of all Doom-style stair-builder effects. (There are literally hundreds of stairs that rise, and a bunch of other things happen at the same time...I hope that this map still qualifies as a Doom-style map, even though it would break the vanilla Doom engine in multiple ways. Not that that has stopped me in any of my previous "Doom-style" maps or anything...:whistling:)

    Screenshots:
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  3. [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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  4. [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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  5. [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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