Duke Nukem 3D: 20th Anniversary World Tour

Duke Nukem 3D: 20th Anniversary World Tour

Prima Arena Uncut
21 Comments
arslanyureklibatur 21 Jan, 2018 @ 5:55am 
increible mas
Michael7291.:LLS:. 25 Nov, 2016 @ 9:13am 
I don't see why he would have needed to cut this down, it's not complicated at all and I enjoyed this version a lot more.

Thanks for fixing this up!
ZIGA 25 Oct, 2016 @ 4:57pm 
GG
Jeferson Farm Farm 25 Oct, 2016 @ 4:56pm 
q buen juego
bullerbuller7 20 Oct, 2016 @ 9:56am 
You upload so many maps ^^
Ginko 18 Oct, 2016 @ 6:01pm 
increible mas sus nuevos niveles
AdrenalinDragon 17 Oct, 2016 @ 3:10pm 
I was really disappointed in Levelord cutting this level. This is quite possibly my favourite level in the new episode due to its non-linearity, and I noticed something was off when I couldn't get 100% kills and used the DNSHOWMAP cheat to find out about these cut sections. It's like he was told to cut it down for casuals despite it being designed for Dukematch. I just hope we can convince him or Gearbox to use this version and not to dumb down their original level design.
BugoTheCat 17 Oct, 2016 @ 1:36pm 
Yes, let's see what's so confusing about this that they decided to cut it. I had fun with this game, but generally in the new episode maps I notice a lot of decisions to keep things simple, too linear, too obvious. Why are they going casual? I thought classic level designers would still make levels like in the old times.
balls 15 Oct, 2016 @ 1:32pm 
LOL
LukeMX 15 Oct, 2016 @ 9:38am 
I don't know why Levelord left this access cut from the map, but Gearbox should definitely consider an official fix for it because it doesn't allow for ttotal completion of the map when playing, meaning you can't 100% it.
nightfright2k 15 Oct, 2016 @ 9:26am 
A considerable improvement compared to the version that was included with the game. You can get 100% kills now, the areas have better connectivity due to additional elevators and your chances of survival increase due to additional equipment to be found. And all this had already been part of the map - it was just not accessible because of a (IMHO wrong) design decision! In my opinion, there is no reason why this shouldn't be implemented as an official replacement of E5L8.
Ness  [author] 15 Oct, 2016 @ 9:22am 
This map requires World Tour and you're supposed to pay for it, so the workshop, which you can only access after paying for the game, seem to be the only appropriate place.
Blade Cop 15 Oct, 2016 @ 9:11am 
Hi, just a request, would it be possible if you could please put this map on this site too?
http://www.gamemaps.com/dukenukem3d/
Ness  [author] 15 Oct, 2016 @ 7:54am 
Please everyone who had downloaded the map before this post, unsubscribe and subscribe again.

I had done a small mistake when stitching back the area in the last screenshot but it's fixed now.
haha nerds... 15 Oct, 2016 @ 4:40am 
I agree that this version was considerably less confusing than the final version. They should consider reinstating it.
Ness  [author] 15 Oct, 2016 @ 4:35am 
Yeah, I think SP play was more of an afterthought for this map as it was primarly designed for DM.

Then again Bloody Hell also has the same issue: there is a room locked by a blue keycard that serves no purpose and which is entirely optional in the first part of the map.
-|Nur|- 15 Oct, 2016 @ 4:21am 
They could have made it so that the blue key opens a big door to the hall with the Overlord miniboss. (Of course there'd have to be a corresponding change underwater as well.) Or perhaps there was supposed to be a switch next to that viewscreen that opens the hypothetical big door; that'd explain why the viewscreen shows nothing but that big hall. The blue key then would have been somewhere downstairs rather than in the next room.
-|Nur|- 15 Oct, 2016 @ 4:18am 
Oh yeah, I noticed the uselessness of the blue key card as well. You get nothing but a viewscreen and two low-key items, I believe, so what's the point?
Ness  [author] 15 Oct, 2016 @ 4:13am 
In the commentary, someone (I think Allen Blum) mentions that when he tested this map he went to the lower floor without using the blue keycard.

Apparently this is another reason why these rooms were cut; but the issue with the blue keycard is that it serves no purpose progression wise (you don't need to use it to reach other rooms, or even to beat the map at all).

I too went underground without using the blue key on my first play, and that was in the cut version; so that didn't resolve anything.

BTW - this map remains one of my favourite in NWO despite all this nitpicking.
Ness  [author] 15 Oct, 2016 @ 4:08am 
Yes you're right, I too think this version is less confusing.

The height differences between the two floors are incorrect based on the pit and based on the underwater section.

If you base yourself on the connections the underwater section makes, the layout makes no sense: if you look at the underwater exits, for instance there are two which are on the same height level, but one of them leads to the upper floor, and another one to the lower floor. Then, there is even an underwater exit that's at a higher height level as the ones leading above ground but which lead to the underground floor!

I think that was (still is) why the map's layout is confusing to some people.
On ther other hand, the elevators, as well as the path going down, that were both cut, make it very clear which floor is below and which is above, which makes this version less confusing.
-|Nur|- 15 Oct, 2016 @ 4:05am 
Weird that they'd consider the original confusing; this version is definitely easier to navigate than the original, where you had to rely on the underwater tunnels. I don't think the height differences even make sense in the original: First you fall down a deep pit, then use a shallow pool of water to surface back to where you were before the fall.