Created 10 months ago2017-07-25 13:03:08 UTC by UrbaNebula
It looks like very big....
Yeah who want 2. map? If who is finish with 1. map than everyone can create 2. map if they like help together.I meant 4 bridge like connectors between "chambers".
no architect would construct something like thatHe did.
I have a map concept and a few scattered ideas, but no idea how I'm going to put it all together zonked -This is exactly my problem. I'm just jamming things in my map to see what fits and how it might all go together.
no architect would construct something like thatWell what architect on earth would construct something remotely similar to what's being seen on most maps? Doesn't make much sense to me to compare mapping to architecture.
But why are you merging all the custom textures into a single wad?just pockets_<username>.wad - If who add new textures in wad - Why not?
"just pockets_<username>.wad"Oh, so a name like "winwad.wad" is invalid?
But why are you merging all the custom textures into a single wad? It seems like unnecessary work - people can just embed their custom textures - that way you don't have to worry about renaming textures or merging wad files.As with TWHL Tower, I would need to compile the maps on my end in order to link up the level changes, so I would need the custom textures. I then merge them into one wad file to keep things tidy. I guess I could compile the maps with the textures embedded however, but I would still need the custom wads people are using.
@Urby, if my map is closed source how do you edit my bsp file?Do you really think Urby is gonna spend hours BSP editing your map just for 2 transitions that will likely fail?
"For example: changing lightmap resolutions will kill compatible."Does it mean that if you change the lightmap's resolution you'll not be able to launch your map in HL anymore?
"Also compiling time on 20% shorter now for x64."
"Quality also depends from lightmap resolution, but for GoldSrc users it's not available."Dammit.