printz
CRAZY DUMB ZEALOT

Posts: 6129
Registered: 06-06 |
Quasar said:
I still find it very odd that DOOM will let gigantic monsters teleport into tiny spaces, though. It just seems wrong :P
It's not odd at all, and any "fix" on it will be against the vanilla-like physics that the Eternity engine relies on as a hotpoint. Not only that, but it's really a fixable map editing error, against which the code has no business. It's the mobile objects which are the only culprits on telemerging, and they're already addressed. The only other element I could think would be, and need addressing, is the polyobject, but only if the designer wants to. But static things, and linedef ledges, which are always inert, never interfere as much as the actors on the destination. It's a level design error, not unlike placing monsters on walls. I understand that there's the dynamics of lifting sectors at it, but I fail to see a big difference on concept. Same design shit, really.
There are better ways to address it, by having the author correctly place monsters and walkways, rather than forcing it as a cross-port-confusing bug-cover that would produce Eternity's equivalent of ZDoomisms plaguing limit-removing designed maps.
The author above could have just placed Masterminds (or Arachnotrons, Mancubi, everything...) in different box sectors, with different destinations. It's really no difficulty figuring this out.
More specific cases, such as the final spawner, can very likely be controlled via Eternity's more advanced scripting.
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