Author: Tom Breton
Released: 14th August 2002
Rating: 82
Review by Kim Robinson on 7th March 2008
Floater explores a widely ignored Build feature (see the text file for details), and although shading and detail has been largely skipped on you'll be hard pressed to find a more entertaining map. Original design, clean layout and clever puzzles provide a good twenty minutes of fun!
Gameplay Type: SP
Requires:
Duke Nukem 3D v1.3d
Filesize: 47.23 KB
Download: Floater (264)
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Mapping template:
================================================================ Title : Floater Filename : floater.map Author : Tom Breton Email Address : tehom[at]panix.com Misc. Author Info : This is my first published level. But I've fooled around building other levels, which I never finished, so I don't think I've made any serious beginners' mistakes. For the first few months after release (July 2001), feel free to contact me with suggestions and bug reports (but see the known bugs). After that I probably will be tired of working with it. Description : Never before has so much attention been lavished on the simple fact that water sectors can be side-to-side with air sectors. This level explores that idea in great depth. It's also a clean level, good frame rate thruout, strong theme, challenging but finishable. Atomic edition only. Additional Credits to : ================================================================ * Play Information * Episode and Level # : User map Single Player : Yes DukeMatch Level : No Difficulty Settings : Yes, a little. * Construction * Base : New level from scratch Editor(s) used : Build. Known Bugs : I can't do much about these, because they're due to the way the engine works. If you fall, then enter a water area, then leave and fall some more, even just a short drop, you will be hurt when you land as if you'd fallen the full distance. Recon cars sometimes get lost and gather in a corner. When you surface at the end of the red area, it's possible to "pop up" to surrounding land that should be unreachable. I've made it possible to jump back down - there's not much else for you to do up there. I can't truly work around it without redesigning that area. NB, if you try to fix this bug, the red lines are not the problem, they are the workaround. The problem is that the engine checks for line collisions in a funny way when you surface from underwater, so you can sometimes skip past purple lines. Time to build : 16 days, about 100 hours, not including any later touchups. * Where to get this MAP file * http://panix.com/~tehom/my-code/floater.zip * Copyright / Permissions * You may change or build on this level, as long as I am credited as the main author, this file accompanies the distribution, and you include an explanation of your changes. If you wish to include this in a package of maps (eg on a CD) please e-mail me and get my permission. Feel free to distribute this level to all your friends as long as you include this text file. Thank you.