tags

loopy

 
 
Daimon
Level 9 Mappist
 
architecture 
6th Σ4.964

 
funness 
7th Σ4.311

 
pacing 
8th Σ4.206

 
challenge 
10th Σ4.105

 
pants of hell 
9th Σ4.315

 
Return to skyholes castle
 
  7th/11   Σ21.901   Nov 8th 2014 3:35pm
 
 
It's a map for vanilla doom 2, it have new textures from plum's sky extravaganza, evilution and skulltag...

also there's a HOM in the sky in the starting outdoor for some obscure reasons, i tried in all the ways to fix that, but it only get worse T_T

hope you like it.

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Kapanyo - Trapped in Corpses
 
49625
Level 22 Chipist
brightentayle
 
 
 
post #49625 :: 2014.11.17 11:41pm
The HOM in the sky appears to be vanilla Doom II's draw limitation. Not sure if it's based on distance only, but I suspect it depends on the amount of stuff that needs to be rendered as well.
 
 
49690
Level 9 Mappist
dwere
 
 
post #49690 :: 2014.11.20 6:43am
  
  Tilde liēkd this
It's called "drawsegs overflow". Unlike the infamous visplane overflow, this one doesn't crash the game, but the portions of the screen won't be drawn. In general, you need to cut on the amount of lines visible at the same time, although it's more complex than that.

http://doomwiki.org/wiki/Seg

As far as I understand, visibility checks are only affected by 1-sided lines in this case.
 
 
49692
Level 9 Mappist
Daimon
 
 
post #49692 :: 2014.11.20 7:42am
ok, thanks for the info!
 
 
49694
Level 25 Mixist
cce
 
 
 
post #49694 :: 2014.11.20 10:37am :: edit 2014.11.20 10:38am
I can recommend Chocorenderlimits
for checking your map for vanilla compatibility. It helped me a lot.
 
 
49702
Level 9 Mappist
Daimon
 
 
post #49702 :: 2014.11.20 3:40pm
I used it for making my map... but that bug still here!
 
 
49704
Level 26 Mixist
Xaser
 
 
 
post #49704 :: 2014.11.20 5:52pm
I haven't taken a close look, but if we're talking sky HOMs, if there's a place where you use sky on both the ceiling and the floor, weird results can occur. In particular 1-sided lines will cause HOM above and below them; maybe this is that?

[/random_guessmobile]
 
 
49723
Level 9 Mappist
Daimon
 
 
post #49723 :: 2014.11.21 12:07pm
Yes, that's the deal with this map! Actually the bugs appear in a part the map where the sky is used only in the ceiling... but the bug still appear...
 
 
49870
Level 28 Chipist
Jangler
 
 
 
post #49870 :: 2014.11.24 12:50pm
  
  Tilde liēkd this
playing on UV, took me two tries (died to the pain elemental first time). completion was 94%/100%/100% in 15:03. it was fun overall but i would've liked it to be a bit harder--after you got the soul sphere you didn't have to worry about much, and i didn't even use the rocket launcher.

i also think that the opening up of new areas could have been more intuitive. i often hit a switch somewhere and then had to go search the whole map for the door that had been opened.
 
 
49948
Level 21 Criticist
Xyz
 
 
 
 
post #49948 :: 2014.11.27 5:58pm
I liked the doubling back in the first area (including the ending) but once you get outdoors I agree that it wasn't too obvious which deadend opened up when progressing. The huge area with the pit seemed like it was gonna be more action packed but it was a let down. Indoor design felt good though. Love the berzerk tease

Playthrough: https://www.dropbox.com/s/3v6l1hjj5wjfcih/daimon1.lmp?dl=0
 
 

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