I would release my saves if I ever finished them.
In the event of my untimely death, I'll leave instructions to upload my half-finished projects to the forums.
Each one died for a different reason.
The Big Museum was getting too laggy, specifically because there were too many triangular faces being rendered that should not have been rendered (seriously the damn ramp sides) and the lip edges of those ramps and all these other faces that nobody cares about
i want a ramp that doesn't have a little lip on the edge, it un-smooths an otherwise smooth ceiling arch and screws over my framerate.
Bellkel Beach got killed by the sheer complexity; it was to be like Honor Mining meets Salvage Mod and the randomization alone would be such a bitch (not to mention gathering enough different pirate ships, turning each one into a shipwreck, and setting them all up to work with the mode)
Geg Tunnels didn't make it past the concept stage because the pacing just felt wrong. Basically a type of deathrun of sorts with a black wall of EVIL! chasing you and you gotta pick up as many random treasures as you run by as possible before you get to the end without hitting the black wall of EVIL!.
Lubax Station was canned because of a severe lack of proper diagonals; it was an octagonal space station. Not enough diagonals to make that work without I+T. I had originally planned to map it, but then V21.
Small Museum was canned for not being grand enough. The scale was too small, it felt too claustrophobic, not at all like the "awe and wonder" feel I was aiming for. I killed it halfway through.
City Combo was to be a conglomerate of buildings from a bunch of default saves and whatever else I could pull out of my ass, infested with zombies. It got canned when the zombie gamemodes (ZAPT and zombiemod) both broke down. I could restart it I suppose... but half the planned zombie hideouts relied on smaller spawners. Also no tanks anymore. That kinda messes up the boss arena.
an unamed Default Mansion/Castle build kinda died out partway through because I couldn't figure out how to make the front towers look decent. I still have some monuments to famous Blocklanders in the back.
A pirate, ghost, and pirate-ghost themed Speedkart track is still in progress although the brickcount is way too high so loading might be a problem. I also don't have enough unique pirate ships. And it lags really bad because of the high facecount, especially around the "Red vs Blue ships times two plus the Two Ships" section of the course and around the "ROUNDS ROUNDS ROUNDS ROUNDS ROUNDS" custom starting line.
I think I have an almost-finished edit to Cavern Cross that makes the ending not suck.
I have some old edit of the Pyramid designed to fill it with treasure and secret rooms and all sorts of cool stuff like that. I'm actually not sure where that went... though I'm sure I have it. I also have a similar edit of Crysta Castle.
There was a sci-fi-ruin facility inspired by Fluffy's SCP build but on a much larger, less claustrophobic, more agoraphobic scale. That got killed because I can't mod and because it was getting really laggy and massive facecount after all of Three rooms and Five hallways.
There was a Trench TDM map that got killed because come on that stuff is kind of getting old and because I can't balance a shop system worth stuff and I can't prevent killing in the spawn and I suck at scripting.
There was an old Giant Tree that I had half-finished as an AoB app before I lost attention span and it died because the floors were not properly differentiated, it was too hollow.
There was a Christmas Castle on Block Party a year or two ago that died when the server was cleared. I have an old half-done backup but I cant be assed to remake the rest of it (and Im p sure i never finished anyhow). A lot of the ideas from this one (in particular the surreal drink arrangement on the table) got carried over to the unnamed mansion/castle.
Pirate World Warfare was a complete overhaul of the Pirate World build that died with the Kitchen back at the beginning of V21. It was so much fun, too...
Sewer City died at three buildings done in a sewer map back in v19. It died again with the map in v21.
"The Impossibru Challenge" was a collab with Tomtom that requires a script to properly handle the challenges... a script that he can't really give out. It was some of my better work, actually, it was where I learned my second building skill: Sciencey floors (my first one is Windows).