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Old 06-28-2008, 01:44 PM   #41
Roma Loom

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Re: Duke Plus Maps thread
Great map. I like that type of setting. Though the map looks quite clean (except for the squished troopah in the [train garage?] and few blood splats here and there I really like the shading/lighting. Too bad I'm still in the progress of guessing used to dukeplus hand-hanging feature - I wasn't really fast at getting how to get into that damned tower where you have to Spoiler:


edit: what's the other way?
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Old 06-28-2008, 02:41 PM   #42
Mia Max

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Re: Duke Plus Maps thread
Here is the second way to get inside the tower:

Spoiler:
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Old 06-28-2008, 09:21 PM   #43
gambini

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Re: Duke Plus Maps thread
Very good map! i loved the shading around all the level, and those transports are fantastic!

DeeperThought will be very happy when´ll find out about it
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Old 06-28-2008, 11:21 PM   #44
gambini

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Re: Duke Plus Maps thread
Here i include the last version of my map, inside i placed the Dukeplus zip because it´s needed to play it (the level only works with DukePlus 1.71 or higher)

http://files.filefront.com/Blown+Fus.../fileinfo.html
Last edited by gambini; 06-28-2008 at 11:30 PM.
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Old 06-29-2008, 01:21 AM   #45
Mia Max

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Re: Duke Plus Maps thread
Quote:
Originally Posted by gambini View Post
Very good map! i loved the shading around all the level, and those transports are fantastic!

DeeperThought will be very happy when´ll find out about it
Thanks!
I couldn't be prouder if DeeperThought includes my map for a next Duke Plus release
Until then, I even would improve the map. I think, the transports tunnel needs a lot of more details.
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Old 06-29-2008, 01:27 AM   #46
Spiker

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Re: Duke Plus Maps thread
Good map. Although I found myself stuck few times and killed too many times by those miniboses, lol


Here are 2 shots from my upcoming map. The surface level is almost done. But the underground is still to go. So far I used about 8000 walls (This allows me to construct vast underground) and the map is 358kb.
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File Type: jpg capt0003.jpg (135.9 KB, 28 views)
File Type: jpg capt0004.jpg (153.4 KB, 34 views)
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Old 06-29-2008, 01:42 AM   #47
DeeperThought

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Re: Duke Plus Maps thread
Quote:
Originally Posted by Mia Max View Post
Thanks!
I couldn't be prouder if DeeperThought includes my map for a next Duke Plus release
Until then, I even would improve the map. I think, the transports tunnel needs a lot of more details.
It's a very good map and I want to include it with the next DP update. The deadline for the next update is tomorrow, because I'm going to be going on a trip after that. But before I include it, I want to make sure it is finished to your satisfaction.

I noticed that almost all of the weapons options and player movement options had been disabled in the map. Was that your intention, or did you set the wrong bits on the weapon options and movement options sprites?
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Old 06-29-2008, 05:56 AM   #48
gambini

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Re: Duke Plus Maps thread
I think that he didnt disable the movements, or weapons, you can choose the weapons again in the DPmenu, but every time that you restart the level all those weapons back to off, maybe is a little bug in the duke3d.cfg?
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Old 06-29-2008, 09:24 AM   #49
DeeperThought

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Re: Duke Plus Maps thread
Quote:
Originally Posted by gambini View Post
I think that he didnt disable the movements, or weapons, you can choose the weapons again in the DPmenu, but every time that you restart the level all those weapons back to off, maybe is a little bug in the duke3d.cfg?
Check again. There is a little room in the map with tile 0 walls, and it contains the weapon options sprite and the movement options sprite. The player abilities and weapons are all set by the map.

I guess you forgot how it works when you set the weapon options in the map. At level start, all the weapon options will be set according to the bitfield of the weapons sprite. But at that point, the player is still allowed to change the shotgun, chaingun and RPG, since I don't allow those options to be locked. However, all the others remain locked. In this map, I don't see why the player shouldn't be allowed to use the alt-devestator, alt-shrinker, or gravity gun, but maybe there is a good reason for it.
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Old 06-29-2008, 09:57 AM   #50
Mia Max

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Re: Duke Plus Maps thread
There is no good reason for it and I will simply remove those option sprites.
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Old 06-29-2008, 11:46 AM   #51
DeeperThought

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Re: Duke Plus Maps thread
Quote:
Originally Posted by Mia Max View Post
There is no good reason for it and I will simply remove those option sprites.
Let me know if that is going to be the final version. If it is, then I can include it with DP with those sprites removed.
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Old 06-29-2008, 03:15 PM   #52
Mia Max

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Re: Duke Plus Maps thread
I see that you have already released new Duke Plus.
I thought that there would be time until tomorrow.
Anyway, thanks for including my map!

Damned, you are living on the other side of our planet. There was no yesterday for me

Have a nice trip!
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Old 06-29-2008, 03:43 PM   #53
DeeperThought

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Re: Duke Plus Maps thread
Quote:
Originally Posted by Mia Max View Post
I see that you have already released new Duke Plus.
I thought that there would be time until tomorrow.
Anyway, thanks for including my map!

Damned, you are living on the other side of our planet. There was no yesterday for me

Have a nice trip!
Gambini really wanted me to upload his version 110 right away, and as far as I could tell all you wanted done with your map was the removal of those two sprites (which I did), so I went ahead and uploaded it. But if you have a newer version, it only takes me five minutes to replace it.
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Old 06-29-2008, 04:03 PM   #54
Mia Max

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Re: Duke Plus Maps thread
Yes there's a newer version, but there aren't that many changes.
But of course I would be very happy if you include this version.
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File Type: zip Desertbase.zip (80.9 KB, 7 views)
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Old 06-29-2008, 04:23 PM   #55
DeeperThought

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Re: Duke Plus Maps thread
Quote:
Originally Posted by Mia Max View Post
Yes there's a newer version, but there aren't that many changes.
But of course I would be very happy if you include this version.
Done and uploaded.
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Old 06-30-2008, 12:34 PM   #56
Mikko Sandt

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Re: Duke Plus Maps thread
I checked MiaMax's map. I got to the tower with the controls but couldn't do anything there: I kept pushing the use key but nothing got activated. Am I missing something? I also noticed that you can get to that tower without a red key by using the fence and crawling through the window.

Also, why is the desert ground covered with a texture that obviously is not a sand texture?
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Old 06-30-2008, 01:00 PM   #57
Mia Max

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Re: Duke Plus Maps thread
Before you can use the controls you have to unblock the green big turret. There is a switch next to the turret.
Perhaps DeeperThought can fix that window bug by just blocking the wall?

The texture looks like sand to me. I think this one looks best in that big area.
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Old 06-30-2008, 01:09 PM   #58
Mikko Sandt

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Re: Duke Plus Maps thread
Okay, I missed that.

I don't think this looks like sand:

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Old 06-30-2008, 01:16 PM   #59
Mia Max

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Re: Duke Plus Maps thread
Okey, that shouldn't look like that!
I haven't tested the map in classic mode yet. In HRP there aren't those lines.
Mayby I'll find a texture that looks good in classic and HRP.
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Old 06-30-2008, 02:30 PM   #60
DeeperThought

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Re: Duke Plus Maps thread
Quote:
Originally Posted by Mia Max View Post
Okey, that shouldn't look like that!
I haven't tested the map in classic mode yet. In HRP there aren't those lines.
Mayby I'll find a texture that looks good in classic and HRP.
In theory, the HRP is supposed to be a hi-res version of the Duke 3D art, so that any map made without it will look good with it, and vice versa. In practice, that is far from the truth. Some HRP tiles are very inaccurate (as has just been demonstrated), which is one reason why many people don't use the HRP.

If your map is only intended to be used with the HRP, then you should say so. Otherwise, be sure to test your map both with and without it. It's also important to keep in mind that most people who don't use the HRP are not using classic mode either. They are using polymost, but just don't have the HRP installed.

Something else to be wary of: A lot of people who give you feedback on a map have not actually played it all the way through. They may say it is good based on the beginning of the map, or after having cheated their way through it. It's always best to have at least one play tester (other than yourself) who has played through the map from beginning to end without cheating, and without knowing about the map ahead of time.
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Old 08-27-2008, 02:09 PM   #61
Mikko Sandt

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Re: Duke Plus Maps thread
About Desert Base:

I don't know if it's the latest version of DukePlus that screws things up but when I'm trying to play the map there are three things:
-The red door is already open and if you put the card in it closes permanently
-Climbing the fence next to the red door is almost impossible, it's as if Duke's jumps are too weak. The first time I tried it I must've tried twenty times to do the jump until success, the second time I dnclipped after trying to make the jump several times.
-I can't push the button next to that green turret. I tried it for two minutes and gave up.

Also, there's a door in the tunnel that you need to blow up. There is no crack. How is the player supposed to know that it's destroyable? I figured that out only by looking at the map in Mapster.
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Old 08-27-2008, 03:00 PM   #62
Mia Max

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Re: Duke Plus Maps thread
The map seems to be broken.
I just tried to play it, but I i get a crash after the battlelord.
Some spites are also on the wrong place.
I will have to update my map. Maybe I'll do it in the next hour...
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Old 08-27-2008, 03:12 PM   #63
DeeperThought

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Re: Duke Plus Maps thread
Quote:
Originally Posted by Mia Max View Post
The map seems to be broken.
I just tried to play it, but I i get a crash after the battlelord.
Some spites are also on the wrong place.
I will have to update my map. Maybe I'll do it in the next hour...
Sorry I didn't notice that. I didn't modify the map at all, honest! Anyway, if you fix it up, I will of course include the fixed version next time I upload.

In the future, I would suggest that you get a beta tester and/or try to coordinate with me.
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Old 08-27-2008, 03:51 PM   #64
Mia Max

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Re: Duke Plus Maps thread
I will improve the map to make things more clearly.
@ Mikko Sandt:
In front of the door in the tunnel there's a train with a explosive barrel. If you shoot the barrel the train should move and hit the door.
I couldn't take a look at the other problems yet because my level keeps crashing after the battlelord.

I'm sorry that my level still seems to be not playable!
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Old 08-27-2008, 04:17 PM   #65
Mia Max

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Re: Duke Plus Maps thread
Now, with the latest Duke Plus update I could play my level without a crash.

-The red door wasn't already open.
-Climbing the fence was very difficult. It wasn't that case in Duke Plus 1.7.
-I could push the button next to the green turret easily.

Anyway I will make a big update of the map.
@DeeperThought:
Maybe you should remove my map from DP until I'm finished with the update.
I think it isn't play-enjoy-able for most people right now.

I'm very sorry for these many problems.
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Old 08-27-2008, 04:37 PM   #66
DeeperThought

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Re: Duke Plus Maps thread
Quote:
Originally Posted by Mia Max View Post
Now, with the latest Duke Plus update I could play my level without a crash.
heh, I wonder how old your version was before you updated.

Quote:
Originally Posted by Mia Max View Post
-Climbing the fence was very difficult. It wasn't that case in Duke Plus 1.7.
Does this have to do with mantling? I've noticed that he doesn't grab onto some ledges that he used to, and I don't know why. It seems kind of random (i.e. he'll grab one side of a box, but not the other identical side).

I'm planning to release another update soon, and until then it would be easier just to leave your map in there. I know it sucks to have people downloading something of yours that's broken, but it's only going to be for a short time, and it's better than the confusion that would be caused if I had a different version without your map going around (especially because, now that there is a hub map connected to the DP maps, it's not as simple as just removing your map file from the package).
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Old 08-27-2008, 04:47 PM   #67
William Gee

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Re: Duke Plus Maps thread
yeah I have also noticed mantling problems, he just doesn't climb like he used to.
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Old 08-27-2008, 04:49 PM   #68
TerminX

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Re: Duke Plus Maps thread
I've seen the mantling problem myself... I was thinking that it might have something to do with processing items that can be picked up by the player. For instance, with the crate in E1L1 with a liztroop on top of it, it seems like I have more trouble mantling onto the crate if the liztroop is dead on top of it. I don't recall having problems if he's dead on the ground next to it. Are you using hitscan for mantling? If so, it's probably hitting the monster corpse now that they can be shot.
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Old 08-27-2008, 04:58 PM   #69
DeeperThought

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Re: Duke Plus Maps thread
Quote:
Originally Posted by TerminX View Post
I've seen the mantling problem myself... I was thinking that it might have something to do with processing items that can be picked up by the player. For instance, with the crate in E1L1 with a liztroop on top of it, it seems like I have more trouble mantling onto the crate if the liztroop is dead on top of it. I don't recall having problems if he's dead on the ground next to it. Are you using hitscan for mantling? If so, it's probably hitting the monster corpse now that they can be shot.
Sprites blocking the hitscans might be a problem, but it is not the main problem. A good example is the movie projector in E1L1. You used to be able to mantle onto it and now you can't, even if there are no sprites on it.
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Old 08-27-2008, 05:11 PM   #70
Parkar

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Re: Duke Plus Maps thread
Quote:
Originally Posted by DeeperThought View Post
Sprites blocking the hitscans might be a problem, but it is not the main problem. A good example is the movie projector in E1L1. You used to be able to mantle onto it and now you can't, even if there are no sprites on it.
I have managed to mantle onto it a couple of times but it's pretty random when it works. Seems like you have to come from an angle to even have a shot at it (i.e getting Duke to even grab the edge).
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Old 08-27-2008, 05:45 PM   #71
DeeperThought

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Re: Duke Plus Maps thread
Quote:
Originally Posted by Parkar View Post
I have managed to mantle onto it a couple of times but it's pretty random when it works. Seems like you have to come from an angle to even have a shot at it (i.e getting Duke to even grab the edge).
I just fixed one mantling bug and now mantling works consistently on the projector when jumping next to its broader side. The narrow side is still not working, so there's at least one more bug. I'm pretty confident that it will be working better than ever in the next release.
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Old 08-27-2008, 09:16 PM   #72
Sobek

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Re: Duke Plus Maps thread
I've got a map I'm presently working on based on Star Trek Voyager that uses quite a few DukePlus features. A couple of which DT was kind enough to make for me from scratch (Shooters, flashing sprites). I hate to be cliché but right now it's gone from "I'll release it soon" to "When it's done"... I've been so unimaginably busy with work and such that I've almost no time at all to continue with my mapping work.

Here's a video I recorded a while back when DT first got the new shooters up and running. I'm going to go all cliché again and give you the usual rant... It's allready an outdated video; Texture work has changed drastically for that area; The hole in the side of the ship is no longer RIGHT AT THE SIDE OF THE SHIP, but rather there's significant debris and hull protruding out from the damaged area; bucketloads of other things.

http://www.youtube.com/watch?v=vmfu1CjpLBQ&fmt=18

Yes, there's another Voyager map video on my channel. Yes, it's the same map, but it's also ancient, old, and shit. It'll be staying there as a nice comparison to how the level looks now when I put a new vid up...

I like to rant in case you hadn't noticed
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Old 08-27-2008, 09:34 PM   #73
William Gee

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Re: Duke Plus Maps thread
Looks really awesome to me.
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Old 08-28-2008, 12:07 PM   #74
DeeperThought

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Re: Duke Plus Maps thread
Quote:
Originally Posted by Mia Max View Post
@DeeperThought:
Maybe you should remove my map from DP until I'm finished with the update.
How long is the update going to take?
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Old 08-28-2008, 03:00 PM   #75
Mia Max

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Re: Duke Plus Maps thread
I really don't know exactly. But it would only make sense if it's a big update.
So, one month for sure.
I am also currently working on a other map and I plan to combine my maps.
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Old 08-28-2008, 03:07 PM   #76
DeeperThought

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Re: Duke Plus Maps thread
Quote:
Originally Posted by Mia Max View Post
I really don't know exactly. But it would only make sense if it's a big update.
So, one month for sure.
I am also currently working on a other map and I plan to combine my maps.
If you want to do a big update that's great, but I was hoping you would just do a quick bug fix update for now so I could release DP 1.82 with the fixed mantling and stuff (to clarify: the mantling is fixed in my latest code, you don't need to change that climbing area in your map). If you want you can e-mail me a bug fixed version and I can send you the latest DP code.

EDIT: Feh, nevermind. I'll lock the door to your level and put an under construction sign on it or something.
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DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
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Old 08-28-2008, 03:27 PM   #77
Mia Max

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Re: Duke Plus Maps thread
Quote:
Originally Posted by DeeperThought View Post
EDIT: Feh, nevermind. I'll lock the door to your level and put an under construction sign on it or something.
I like the idea! That would be cool!
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Old 08-28-2008, 03:28 PM   #78
XTHX2

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Re: Duke Plus Maps thread
Quote:
Originally Posted by DeeperThought View Post
If you want to do a big update that's great, but I was hoping you would just do a quick bug fix update for now so I could release DP 1.82 with the fixed mantling and stuff (to clarify: the mantling is fixed in my latest code, you don't need to change that climbing area in your map). If you want you can e-mail me a bug fixed version and I can send you the latest DP code.

EDIT: Feh, nevermind. I'll lock the door to your level and put an under construction sign on it or something.
Make a shootable lock over there to indicate that it will be done soon
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Old 08-30-2008, 07:36 PM   #79
Blade Nightflame

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Re: Duke Plus Maps thread
I don't know about you guys or my skill level, but I was almost pwned by that Battlelord at the start. I think there's a slight lack of ammo and health within that area, myself.. =/
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Old 08-30-2008, 08:52 PM   #80
CarThief

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Re: Duke Plus Maps thread
Hmm... Makes me want to make DP maps, but i MUST and shall finish my current project first! Especially since its going so well, slow but good.

I wonder what i should make as theme/area for an DP anyway, hmm...

And still some things to learn when doing so.
In any case looking forward to more DP maps.
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