unedukecated about the performance difference that must have to do with the way I build TROR, the way I understand it it requires a rendering pass for every portal and the way I build it is rather sophisticated so that it can be flawless in classic/software (in reality is pretty basic but has to do with getting even a loose grasp on how sectors draw, sprites load etc. which is pretty technical/not so well documented and can take a while to get with raw practice), basically uses lots of splits/portals and so isn't the most optimal in Polymer at all (which ironically enough seems like is the most tolerant with 'flawed' TROR, and then Polymost). Especially around the rooftop and upon the finale I can picture your FPS must be dropping already. Or most anytime not so much when around the center of the rooftop but way more so when around the edges looking in.
Your comment about the accessibility is interesting (just like I liked how Dr. Panico's comments from earlier and the comparisons to Blast Radius existing). I will not comment on it for the time being but I am noting that it was remarked (and can confirm that it already is being considered via the skill settings).
Mark thanks for giving it a shot and the comment. Hey so if you can make it until the first Battlelord that doesn't spawn right into the map (again depends on difficulty level which drastically changes the start) then you really are just being humble and not so rusty as you sometimes express you are, even on the lowest skill there is it is a tough battle. OK again cool to hear about the performance issue. I suspect the next map will be the exact same - play nice at start but then start costing water money - in Polymer like this one but exacerbated, as soon as Duke gets into one specific room (if you play it). Appreciate the indulgence and appreciation, neat to hear this is getting you to play raw D3D again (now matter how 'enhanced'/'modified'; all the more useful to know; honestly also absolutely do not care about the player using cheats if that is how they best can experience the maps).
One of these days when I can find the time/manage a break I will test the levels in Alien Armageddon. Hopefully will play well but I suspect more difficult due to some of the code (not unfairly so and in a way that would fit the demographic of that mod anyway). Curious to see how the episode might look/perform in Legacy too, just last week someone posted a playthrough of my L.A. Meltdown remake on YouTube (
https://www.youtube....ommasterclass19) and minus some of the turrets morphing into Legacy Organtics and automatically sticking to sky/ceiling in that mod looks, and seems like it plays real cool. Last boss battle in particular looks so much more difficult.
BTW Dr. Panico (for the opportunity that I get to communicate without double posting), about the Sentry Drone room