Duke Nukem 3D is an all time classic. It's a shame I was only ever any good at making levels. And even for that I needed the help of a vintage guide.
I recount why Duke was great, why including the Build editor was even more great, and take you through my vintage attempts to build a slice of suburbia and set a map inside an office, a type of building I had never even visited at the time. They've aged rather better than my teenage attempts at edgy humour. And yes, I still remain endearingly rubbish at FPS games.
If you have any further information on the whereabouts of CASTLE.MAP or the other longlost contents of Stereo's web page, I would love to hear them.
In the interests of avoiding the same situation for my own closest brush with a "functional" and possibly even "playable" level, you can download OFFICE.MAP here: https://files.timberwolf.club/OFFICE5...
EDuke32 can be found at https://www.eduke32.com/, with registered versions of Duke available on Steam or seemingly relatively plentiful and cheap on eBay, providing you don't want an original big box with all the manuals.
Sector tags:
0:00 The test to see who watches the full video before commenting
1:02 I get to use my GPU for once
1:45 Well, there goes the advertising revenue
2:30 Saying you want a revolution
3:14 Real locations, real corny oneliners
4:16 I am bad at games
5:32 Level editors are brill
6:55 How many submarines does one game need exactly?
7:41 Fast feedback
8:45 A delve into the personal archives
9:26 It's my room!
10:05 Build is complicated
10:44 Young Timberwolf buys a book
11:25 My obsession with CASTLE.MAP
12:23 OFFICE.MAP, my finest hour. Almost.
14:34 Everyone gets bored and wanders off
16:20 Cause for optimism
Comments are prereviewed to avoid spam. I aim to publish all comments, including dissent, but overly pedantic or negative ones may be moderated. Hearing about different experiences and what things were like in other countries adds a lot to the video! Please try to do so in a positive way while remembering that if I had to explain every minor international difference the video would be 2 hours long and boring, rather than 17 minutes long and boring. Failing that, at least make me laugh.
Bonus fact: After build Ken Silverman would be one of the first people to become interested in voxelbased graphics, starting work on his Voxlap engine in 2000 and after a few demos releasing the full source code in 2005.