by Rex Claussen » Wed Oct 10, 2018 12:55
Ed, you indicated that you were developing the game as a stand-alone IPK3. I haven't taken a look at the current incarnation of the game, but I wanted to point out a couple of things to keep in mind:
1. Throughout the maps I have used stock DooM textures that are visible in-game in some instances. The most common ones are GRAY5, LITE3 & LITE5, METAL & METAL2, SHAWN2, SILVER1, STONE, CEIL5_1, CEIL5_2, FLAT1, FLAT19, FLAT23, FLAT5_4, FLOOR1_6, SLIME14/15. Granted, that the use of these textures is not obvious in-game, but the removal of stock DooM resources could highlight the missing textures. The most obvious use is on the red railings throughout the maps, where FLOOR1_6 is used for the top & bottom surfaces of the railings.
2. Throughout the maps I have used stock DooM textures that are NOT visible in-game, but are present nonetheless. This is typically where I've set up control sectors for 3D constructs, and the "unused" sidedefs of the control sectors have the default texture of STARTAN2.
3. Item 2 also applies to linedefs with the Line_Horizon special.
4. Slopes that are set up with linedef specials (as opposed to slope things) are typically set up using a stock DooM texture. The texture is not visible (when the slope is set up to be seamless with the surrounding sectors), but is present nonetheless.
I'm guessing you've already addressed these issues, but I wanted to be sure you're aware of them.
Ed, you indicated that you were developing the game as a stand-alone IPK3. I haven't taken a look at the current incarnation of the game, but I wanted to point out a couple of things to keep in mind:
1. Throughout the maps I have used stock DooM textures that are visible in-game in some instances. The most common ones are GRAY5, LITE3 & LITE5, METAL & METAL2, SHAWN2, SILVER1, STONE, CEIL5_1, CEIL5_2, FLAT1, FLAT19, FLAT23, FLAT5_4, FLOOR1_6, SLIME14/15. Granted, that the use of these textures is not obvious in-game, but the removal of stock DooM resources could highlight the missing textures. The most obvious use is on the red railings throughout the maps, where FLOOR1_6 is used for the top & bottom surfaces of the railings.
2. Throughout the maps I have used stock DooM textures that are NOT visible in-game, but are present nonetheless. This is typically where I've set up control sectors for 3D constructs, and the "unused" sidedefs of the control sectors have the default texture of STARTAN2.
3. Item 2 also applies to linedefs with the Line_Horizon special.
4. Slopes that are set up with linedef specials (as opposed to slope things) are typically set up using a stock DooM texture. The texture is not visible (when the slope is set up to be seamless with the surrounding sectors), but is present nonetheless.
I'm guessing you've already addressed these issues, but I wanted to be sure you're aware of them.