Well, actually, I always watch Boom demos in Boom, when I can. There's some "seeing if it works" involved although the "LOL" is kinda missing because as a direct result some Boom compatibility bugs in PrBoom+ have been squashed. By the way, I recall hearing one guy, Donce, say he uses Boom for Boom levels... and also The Green Herring himself. Not that they wouldn't use PrBoom+ instead, if necessary, I bet.
Literally no one is ever going to play this in boom.exe in DOS unless they're trying to test whether or not it's "REALLY boom compatible LOL!"
Another drawback of high segs is performance. That greenish level in DVII got complaints for this reason from various people, for example.
That said, and while I prefer less detailed levels for various reasons including the above two, by no means should this be taken as a personal complaint about the demand nor the resolution. I'm not in the project, Boom isn't my main "playing field" and if some level lags a bit during some demo playback or whatever, no biggie. It's just a clarification from my perspective.
Not really that funny, actually, because some people do. One can decide to forgo some engine support for other reasons, but let's leave minority mocking out of it.
Darkman 4 said:
Haha, I was kidding. I know nobody uses Risen3D. :D
You could also note which specific levels exceed any Boom limits and how. In addition to SEGS, some might be using the MBF sky transfer line. People wanting to play with their favorite but more archaic port, leaving those aside to perhaps play later with a more capable engine, would know how to proceed. In any case, don't call it "Boom compatible" but something like "Boom extended" and clarify below. Otherwise people will have the right to complain it isn't Boom compatible (because it isn't.)
The Green Herring said:
The only difference it should make is a note in the text file to point out that it requires ports that support more than 32768 SEGS, which, as was pointed out, is pretty much every Boom-compatible source port these days.