ck3D, on 23 October 2020 - 03:52 AM, said:
That's great, I'm looking forward to seeing the place shaded with your technique, I keep saying it but shading and playing with contrasts is so crucial in the process of mapping to me I really appreciate it when people focus on it and I love it when someone goes as far as developing their own tricks and style.
Yeah, shading is crucial for making the area look natural and detailed, also can put a nice bit of diagonal lines to more blocky rooms. I sometimes basically focus on some eye-candy shadow instead of going overboard with details to avoid making some room look "boring".
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Subway sector coasting over to the first locator shouldn't be a problem at all as long as the player isn't around, if anything, remember you can roughly determine its navigation even when it's doing that, by changing the value for the starting locator, maybe there's a more convenient one than the one you're currently using that would make your ship cross less stuff. Automap getting glitchy for no reason sounds intriguing.
About big slopes yes I've noticed that buggy temperament before, in my map The End Of The World there's one train the walls of which are actually extremely steep slopes that I remember having to make, well, a little bit less extreme or I'd get weird texture behavior and HOM from certain angles and distances (and IIRC the problem still persists to a barely noticeable extent in the final release, which I only caught later). And now in this map I noticed the game had problems with texture alignment when working with very large slopes, at least in my version of Mapster/eDuke in 8-bit mode I've had perfectly aligned neighboring sloped floors/ceilings from up close that would start looking more and more jagged with distance, or floor tiles that look like they 'overflowed' into the next sector and the like. Still love them though.
Yeah, I just re-numbered the locators, so locator 0 is directly in front of the boat.
I got one weird HOM/disappearing child sector glitch last night when working on the shadows, but I caught pretty much the exact moment when it happened and can't recall doing something wrong that would mess it like this - so I'm pretty sure this has to do with complex geometries/multiconnection vertices and Build engine having problems with handling the geometry, perhaps even in the intermediary process of joining sectors - guess that's one more thing to be really careful with.
As for textures on slopes, it's funny, because just few days ago I've read this interview with Ken Silverman:
https://www.arcadeat.../ken-silverman/ (found in Supreme Topic of Miscellaneous Knowledge), where he admitted that one of the things he wished he's done better in Build - along with ROR and multiplayer code - is texture mapping on slopes. Wonder if that's what he meant or something more noticable.
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About that sprite count, don't forget that in addition to all your decoration and effects the game will have to render all the projectiles, bullet holes, gibs and whatnot too, making it prone to crashing if you're really flirting with the limit. Not sure if there's a direct correlation but it's one thing I constantly keep in mind personally. Just like struggling with wall limit on map 2 has taught me one is better off never actually getting close to reaching it; I feel like as soon as one is in the 16300's there, more weird shit than usual is likely to happen.
I know, I suppose I'll end up before 13 000, which should be ok. The maximum Qsize value (number of active bulletholes, blood etc.) is 1024, I guess it's related (I still keep it much lower). Didn't know about walls though, so it's nice you gave me heads up about that!
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I've been slowly cooking up something. I know how the overall structure should look like and the players' goal from start to finish, but when it comes to designing actual gameplay geared toward these goals and inbetween those spaces I'm often left blank on how to approach it for such a long time, so progress bogs down to a snails pace until something comes up that both feels right and is satisfactory to play. I'm too orientated around visual/aesthetic mapping and struggle the most with the gameplay side of things. At the same time I want the areas I create to be designed with gameplay in mind, not an afterthought, but I still need a set piece or somthing in the first place before that process can begin despite know what my general outline is.
Good to hear you're working on something, as for the gameplay - judging from Flaming Shipwreck you're doing pretty good then! I actually think some people tend to overfocus on that, usually gameplay seems to come quite naturally with design, and unless it's really messed up with stuff like super-cramped spaces, frustrating enemy placement, completely unintuitive puzzles or difficult to navigate design (now this could also go for general design flaw), most gameplay ideas work well if the overall design is good.
Anyway, just finished shading these damn cliffs, so it's a good time to post some more revealing screens: