Hmm I could have sworn the sectors went over the doors in the courtyard. I’ll be interested in checking out the maps in Mapster once the full version comes out. So much for being the resident TROR guy
The article is very nice, and clearly had a lot of work put into it. Thanks for that!
I do have a minor concern that some of the content might put some potential future mappers off the engine, as this could very well be a page that people visit to see what’s possible in Ion Maiden. Besides the lack of TROR already mentioned, there is the comment that you’re forced to do all mapping in a top-down perspective, and that this can make overlapping sectors difficult to work with. As you’re probably aware, there’s the orthogonal projection mode which is an incredibly useful ‘3D’ view of the level in 2D mode, which can be rotated 360 degrees and at any vertical angle from top-down to side-on.
Furthermore, you went well out of your way to emphasise how tedious shading can be
you’re not wrong per se, but you made it sound like, to the uninitiated, that you’re more or less typing in some value on each and every single surface. This is opposed to using a whole bunch of time-saving tips such as highlighting and shading sectors in bulk, or even making use of some basic mapster script to tweak shading. This doesn’t help the requirement for manually drawing shadow sectors, but still.
That reminds me, we still need to have Fox’s automatic shading script properly ported to mapster, I’m sure myself and a few others would get some decent use out it.
On that topic, doesn’t LEBuild have some kind of automatic shadow sector generator?