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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 long-lost 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 one-liners 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 pre-reviewed 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 voxel-based graphics, starting work on his Voxlap engine in 2000 and after a few demos releasing the full source code in 2005.