Eruanna wrote:That's actually not a bad thing at all. Sometimes splitting sectors, creating obstructions, etc, can make all the difference. GZDoom does not like open spaces with high linedef counts at all.
To be honest, there's a lot of things that could be made better or even addressed better. Some maps that focus vertically quickly become painful to detail because not only I have to manage everything inbetween, but also - I would have to deal with the texture alignments and any potential leaks or breaks. For maps that are excessively large, it's just a draw-back from me using a 256x256 base grid setup when I drafted the maps on paper while focusing on larger player base that - - does not exist anymore. I could edit the maps further, but - then the feedback I would receive from all ends would spiral me to an endless cycle of changes. The feedback I have received and noticed from other topics, would spiral me towards a path where it is no longer fun, but a tiring chore. For example, being told that everything in the project should be removed and start again, but I must then have 'Decay' approve my maps (IRC conversation with Dynamo and others).... Though, don't take it as if I am ignoring your feedback or belittling you, despite what others believe[
1], some of the maps do need more work to them while others need an overhaul in some section. The knowledge and feedback I have learned through out this entire project, will be carried over to the next project.
Its all a learning experience for me after all
Eruanna wrote:Though, it sucks you lost your good GPU, sorry to hear that.
It all happened in good timing; I was able to make Domination possible and release the beta before it died over.