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These are my maps


Zero Khan
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https://www.moddb.com/games/unreal-tournament/addons/goldeneye-grit-complex

https://www.moddb.com/games/unreal-tournament/addons/chemical-tank

https://www.moddb.com/games/unreal-tournament/addons/mystic-pyramid

https://www.moddb.com/games/unreal-tournament/addons/deck16-modern

https://www.moddb.com/games/unreal-tournament/addons/deck16-industrial

https://www.moddb.com/games/unreal-tournament/addons/nali-arena

https://www.mapraider.com/maps/search/legodeck/5932/Legodeck

https://www.mapraider.com/maps/search/legocurse/5951/Legocurse

https://www.mapraider.com/maps/openarena/domination/5934/Red-Green-Blue

 

Unreal engine 1's BSP is the worst nightmare of all time. No matter what you do, your map is going to suffer from BSP holes and invisible walls. I don't know what math is behind it, but it's full of errors.

 

RGB was an attempt to make a map that is literally the color wheel itself.

 

I never made a map with a blockout first. That's one thing that I have to change. All my maps up to now were following the "I want to make a deathmatch map" philosophy were the only rule is to make something with many paths.

Edited by Zero Khan
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