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Reputation: 71 I have a solid reputation
Active Posts:
145 (0.7 per day)
Most Active In:
Duke Nukem 3D maps & level editing (78 posts)
22-May 17
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Last Active:
User is offline Today, 06:30 AM

My Information

17 years old
August 14, 2000
Male Male
Create games, Mapping.

Contact Information

Click here to e-mail me

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Posts I've Made

  1. In Topic: E2M1 - Stuck inside a box on latest build (6541)

    03 December 2017 - 07:59 AM

    This has happened to me in WT and every version of duke as far as i can remember, it seems to be a glitch with the Transport method
  2. In Topic: Replaying Heretic for the first time

    02 December 2017 - 02:38 PM

    I do find Heretic and Hexen to be very unique, both are FPS with Medieval and Wizard type of weapons and architecture which is not something you see very often.

    The problem i have with Heretic and Hexen, is that they are not the type of game atleast for me that grabs you and makes you play tons of hours with it, I find that games like Doom and Duke3D are much more easy to grab and get into playing whatever level you want, as for Heretic is not the same, but im still finishing and so far im enjoying it but i still get bored pretty quickly after 1 or 2 levels
  3. In Topic: My Second Map (Detain) (WIP)

    30 November 2017 - 06:34 AM

    View PostBestViking, on 29 November 2017 - 11:31 AM, said:

    Looks really nice! Normally I'd say the shading on those vents is too much contrast, but with the red sky it kind of gives a nice effect like afternoon sun where there are more contrasts than during daytime. If you are consistent with it, you can pull that effect off very well.

    I'll be following your progress on this. I'm certain it will be as action filled and thrilling as "Escape".

    The sequel will have more shadows than Escape did since its day time, Afternoon to be more precise (You nailed it)
  4. In Topic: [RELEASE] Escape

    30 November 2017 - 06:31 AM

    View PostPerro Seco, on 29 November 2017 - 11:42 AM, said:

    Like you said, this map is the bomb. I'm still laughing of that dog, you know which one. :D

    I enjoy maps with that kind of details in the background, like the car crashing at the beggining, or the dead liztroop on that toilet full of shit. I also like that button in the airport that hides the television screen and opens a window behind it. I found the final battle with all those elevated platforms very well done, and the airplane at the end is also cool, but is so dark that I almost couldn't appreciate it.

    And if you want feedback; some of the outdoor areas are a bit empty, and like I said in the Lighthouse Island's thread, spritework shows some errors in classic renderer, maybe you want to avoid that in your upcoming map.

    Thanks dude, also about the sprite thingy, the sequel will still have spirtework but hopefully not all glitchy as Escape, apparently Polymer and Polymost doesn't like Sprites on the walls, Ill try to make some outdoor areas in the sequel feel alive somehow.
  5. In Topic: [RELEASE] Escape

    29 November 2017 - 06:07 AM

    My second map is under development now, if you wanna see how it looks here's two link!




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  1. Photo 03 Aug 2017 - 16:21
    Hopefully this new map im creating will be the bomb
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