Hirogen2
Member
Posts: 458
Registered: 01-02 |
If you retroactively look at cchest1..3, you can see how cchest4 has matured. Best of all, cc4 has a twin set of "start maps" (namely, the MAP01–MAP02 pair), like a tennis tournament has Doubles 2 as prelude.
Also, yay for MAP10's architectural design and texturing. The author limited himself to fewer textures than the usual map uses (IMO), such that a texture appears more often, yet such that it does not become boring.
Long story short, some blastthroughs (TAS) on selected maps, recorded with prboom-plus-2.5.1.1.
http://inai.de/files/doom/jeng_c401-037.lmp
http://inai.de/files/doom/jeng_c402-059.lmp
http://inai.de/files/doom/jeng_c412-145.lmp
http://inai.de/files/doom/jeng_c413-028.lmp
http://inai.de/files/doom/jeng_c419-210.lmp
http://inai.de/files/doom/jeng_c428-248.lmp
http://inai.de/files/doom/jeng_c422-xxx.lmp (too lazy to finish now)
Oh yeah, cchest4.txt mentions a bug on MAP20 (“dots can occasionally be seen floating in the air above the curving lasers later on in the level”). Not sure what kind of dots you mean, but if it is really dots, I have seen some before, but this was due to “Rendering quality” set to “speed” rather than “quality”—probably was something with the (now old-looking) NV34.
More than dots, I see a http://inai.de/files/doom/cchest4-map20-batface.png on map20 in prboom-plus. :) Must have to do with the lotta segs or so.
Last edited by Hirogen2 on 08-26-12 at 05:59
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