Jimmy, on 26 October 2020 - 10:35 PM, said:
At the time, translucent water may have been perceived as more impressing than 2 floor ROR.
It looks like a compromise to me: "This ROR would slow the game down too much to work, what can we do to fix that while still having some ROR, which is a selling point on the back of the box, in the first map?"
I'm aware that transculent water was also a huge thing to the point mappers copied it in Duke maps, so it was a good compromise in that regard, but it's still a lot less impressive to me because the final ROR is literally just two flat sectors for the player to swim in.
That entire transculent water setup also looks completely pointless and senseless and it always came off as a show off to me because it disregarded the most important aspect: having a point for gameplay.
I also always thought the layout of the train station in the first map was weird but now I know (or at least strongly believe) the whole thing was also a compromise, "best we can do", that came as a consequence from changing that ROR area, which was central to the layout of the beta version.
The beta ROR is also superior because both floors are also connected through stairs, not just through the portal, further making the entire setup feel real.
Edit: it is also worth noting that this transculent water fish pool used to be in the airport map instead, where it made a bit more sense there. It's gone in the final version I believe because they moved the concept to Seppuku Station.
necroslut, on 26 October 2020 - 11:58 PM, said:
I see no reason why they couldn't have kept the ROR structure and put the fish pool in another room though.
I think framerate is the primary reason, in the same manner that DN3D got simplified before release. 1) There are a lot more sectors in beta version in the ROR area,and it doesn't even look polished yet 2) the beta ROR in order to work requires two render passes going on at once which again is worst for framerate . The final version does have 2 passes but it only uses one at once (they use one for looking from the upper floor, and another to look from the lower floor, the other pass being turned off in each floor respectively)
Under DOS, RORs like the one in $auto lag more than some of the other RORs; and any setup with portal (mirrors etc) was heavy to begin with.
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Has anyone "ported" the beta version of $bullet to be compatible with the release version of SW? While many of the beta maps can be run in the full version, $bullet (and IIRC $airport) crash upon load without any error message in all the versions I've tried it in.
I'm not really familiar enough with SW mapping to guess why. It doesn't seem to be any map file format version differences, at least.
I've been thinking of doing that, restoring the beta layout into the final game, although I would use the final map version as a base rather "finishing" the beta version because there seems to be less work that way. I'd copy paste the ROR from the beta version into the final version, then fix that ROR, then make the layout changes in the final version so that they match the beta version while copy pasting anything that can easily be pasted without being destructive, or when you have no choice but to be destructive (turning the game room into the book shop), then make sure everything that got moved looks proper, perhaps add the missing secret places in the "new" rooms, and make sure enemies / supplies in the "new" room match the final version.
The point wouldn't be to make the beta version playable but to make a "deluxe" version of the map that uses the best aspects from both the beta and final versions. I also believe the map would be better in WangBang with those two ROR floors and the ability to jump/shoot down the ROR portal to the bottom floor; the whole map would be closer to the quality of a Hollywood Holocaust that way.
But I'm super busy with already enough projects, even if this would only take 1-2 days. Maybe someone else can beat me to it.