#10930
Posted Today, 02:55 AM
Thanks. The point you make is correct minus two corrections/addendums I would make. TROR isn't as important in and of itself as verticality in general is, and you can (and people have) achieved amazing vertical maps before relying on nothing but classic SOS and spritework. But of course, TROR is a great option to have for not just visuals but also practicality, it's a huge improvement over the wonky collision of the base game and having to rely on silent teleporters and whatnot. So I think one should learn and eventually combine all three techniques. TROR itself isn't the true game changer, but a convenient tool to work towards it. About sprites, it isn't 'lots of sprites' that tends to work, but the correct sprites in the correct spots. Especially in the case of Duke 3D levels this matters because Duke is so fast, and the original game language is explicit. So you don't want a lot of sprite clutter that just gets in the way or loses too much of the information the level is supposed to be vehicling. Past mapping trends of the 2000's (which had very busy maps) have served to pick up on exactly that as a lesson learned.
About the SPOTLITE sprite I am pretty sure it was designed to fit the sprite of the triple street lamp top (the ratios exactly match; also with the breakable ceiling lamp), and always assumed it just wasn't used like that in the base game because of the minor clipping in the classic renderer (and/or to save on framerate); just like the sprite of the post for the lamp itself is designed to match it. But in user maps, its use and the one of light coronas (...anything that resembles one really) has been common practice for a very long time. You may see great instances of that in Suppressor's Betacity or ILoveFoxes' SkyCity 1.
This post has been edited by ck3D: Today, 03:00 AM
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