"I sealed up my map with a func_conveyor"Lol
"If you are simply making a map in opposing force, just put your map in the gearbox/maps folder and play it from OP4 instead."
Only problem is that the npc's stay after level change, so they are like suspended in the airUse trigger_transition. Only the entities which are inside the trigger will be transfered to the next map.
"Notice lack of texture blending - engine requires vertex painting for it, so making modelled terrain is not only easier, but also possibly better looking."So idTech 4 doesn't have anything like displacements?
"The impression I'm getting based on the screens are that the map consists of mysterious, desolate ruins with hints of possible magic/fantasy tech in it's past."Oh, then I guess I'm doing everything right. Thank you.
"Like, if they just have to go through the level and they cross through some trigger_once in a random doorway that opens the airlock then that would be kinda lame."Don't worry. Maybe I'm a beginner, but I'm not that bad.
"The encounters started getting monotonous because they all followed the same formula: enter obvious arena - destroy hell nest - fight off the horde."Agreed. The levels are also completely linear. The so-called "secrets" are super easy to find - just stop following the main path and you'll find one.
"According to that, the cliffs by Windawz would kill IdTech 2 (Quake engine)."The whole terrain is actually a huge func_detail. I know that the cliffs will chop eachother because of that, but I was just lazy to tie every cliff to func_detail. I'd also need to set different detail levels for each cliff.