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We venture back into the world's created by Map Author Billy Boy, I wildly inventive creator when it comes to the Build Engine, making maps that are somewhat abstract, but filled with so many level editing tricks to make them function that the more you look at them from a design perspective - especitally given their release period - the more blown away by the sheer madness of how it was constructed. Will Clearwater follow that trend? Let's find out at 12:00 PM EST on April 5th! Clearwater (2000) by Billy Boy: https://msdn.duke4.net/hotcranium.php Afterwards, we plan on diving into the level editor, Mapster32, continuing our little project of converting the first level from the PS1 game, Duke Nukem: Time to Kill, into Duke Nukem 3D. How close can we get converting this Tomb Raider style platformer into a FPS? What we do in these streams is showcase user created content to show what kind of passion and creativity this niche community has crafted to show others what Duke Nukem 3D has to offer for any Retro Boom Shooter FPS lovers, or even old Duke Fans (like myself) who may have not dipped their toes into the user content world. Additionally, we take a look at how these 2.5D games create their 3D world from a level design perspective as I try to learn from those who came before me since I'm currently making a map of my own for Duke Nukem 3D using Mapster32, the included level editor for eDuke32. *********************************** NEED DUKE NUKEM 3D? GET IT HERE (NOT AFFILIATED): https://www.zoom-platform.com/product... NEED EDUKE32? HERE YOU GO: https://dukeworld.com/eduke32/synthes... ********************************** 0:00:00 - Start 0:07:20 - ReadMe: Clearwater 0:11:50 - User Map: Clearwater 2:30:00 - Stream Hikacked 3:08:05 - Mapster32: Level Editing Session **********************************