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buzz_clik

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buzz_clik

7590

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@turboman: Oooh, good idea. I honestly hadn't started thinking about it yet, but that's probably a very good jumping off point.

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buzz_clik

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@rorie: I love the vinco space program t-shirt, but I think the spaceship's trajectory is too perfect. :P

Yes, but this is a propaganda poster... ;)

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buzz_clik

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@jay_ray: Okay, the duck's foot D thing makes more sense now that you've pointed it out. Still, it's not a very hype logo; it's a bit too abstract for my money.

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buzz_clik

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@twolines said:

Slightly terrifying, but the best sports logos are.

So many scowling, fierce grimaces!

In a side note, as an Australian I don't follow hockey that closely (well, the ice version; I used to play a lot of field hockey) so I didn't know that Anaheim stopped using their rad duck/hockey mask thing way back in 2006. What the hell is that new thing supposed to be?

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buzz_clik

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#5  Edited By buzz_clik

I love Doom 64. I figured that E1M1 of regular-ass Doom would be seeing its fair share of homage, and so I decided to cut my teeth on my first map by making a tribute to the opening level of the 64-bit not-as-classic.

64-Bit Nightmare: 3YUJB69S

@atwa said:

Is it me or is snapmap awful?

I initially thought it was pretty shonky (and it's still not as flexible as, say, Halo's Forge mode) but after spending a week with it making my first level I've seen ways in which you can make it work in interesting ways. When I first started, I didn't think you'd be able to make a decent Deathmatch map with it, due to its prefab nature not lending itself to the good three-ways-out-of-any-situation flow that I enjoy when making DM levels. But I'm currently working on a DM level that I (a) knocked together pretty quickly (my week making my aforementioned single player level helped), and (b) am very happy with the layout of.

But yeah, the first impression of its rudimentary construction ethos sure wasn't good; now I'm used to what it does, however, I'm actually quite excited to see what left-of-centre stuff that we can all make. Oh, and a big part of that is the "programming" path stuff - where the actual construction of levels seems more basic, the options and tools for making it all do stuff and come to life are surprisingly robust and interesting.

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buzz_clik

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#6  Edited By buzz_clik

Great Giana Brothers 1/2 Remix: FFFB-0000-009F-41C9

I've been a bit cheeky with this one, a mash-up of remixed versions of the first two Great Giana Sisters levels (Level 2 is accessed via warp pipe). It's the German C64 game that totally ripped off Super Mario Bros, so much so that Nintendo forced the game to be removed from shelves. Of course, the franchise has had a modern revival where it found its own voice (which reminds me I really keep meaning to check out those recent games).

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buzz_clik

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This one's been up for a while, but I forgot to mention it.

Just Keep Running! 653B-0000-0084-51F9

It's one of those KEEP HOLDING RIGHT AND Y THE WHOLE TIME RIGHT FROM THE START AND YOU'LL BE FINE levels.

Hopefully that should help you out, @somethingclever! ;)

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buzz_clik

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@twolines: I really like The Ghastly Mansion. I finished it first go, but I keep going back to explore other paths... which have subsequently killed me. :D

That tall room with the ghosts is aces. Just squeaked through on my first run and felt great about it.

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buzz_clik

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@espgaluda said:

I'm way more into making levels full of exploration and secrets than making really hard stuff...

Yeah, I really like that style of level as well, almost as if it's a mini adventure game! I'm def gonna check this out tonight when I get home.

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buzz_clik

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Okay, after a few okay-ish-whatever levels, here's the first one I'm actually proud of...

Last Things First: D826-0000-0042-412B

The thing about this one is I had the core structures/traps and main mean bastard puzzle in my head before I even bought my copy of SMM. I'm glad it panned out how I wanted it to!

Oh, and a quick FYI: There are two 1-UP mushrooms hidden in there somewhere - gotta help peeps out if my level comes up randomly! :)