esselfortium
Senior Member

Posts: 1852
Registered: 01-02 |
myk said:
You don't need such a port, and the level doesn't work properly everywhere anyway.
It definitely is, in a vanilla level. The only true standards for what a "vanilla level" is are Doom/+ (first), Chocolate/Strawberry Doom*, and PrBoom/+ at -complevel 2 (or 3/4). Anything else is optional and might break or alter some of the vanilla functionality in some way. Using one Boom feature in a completely vanilla level, when that feature works in vanilla directly just to make a vanilla level work in non-vanilla engines is a mistake; the resulting level isn't a vanilla level. Either use the hack, be more conservative and use only normal scrolling walls, or use Boom features more or less freely instead (aiming for a Boom level, and testing with Boom and PrBoom/+ at -complevel 9 plus any optional engines).
* I had forgotten Strawberry Doom, that is a Chocolate Doom offshoot that behaves like Doom+.
I think the point that Graf is making is that, considering that Doom's limit of 64 scrolling linedefs makes this trick just about useless in maps made for doom2.exe (as it takes 63 scroll lines to make a 64-wide texture appear to scroll in the opposite direction), instead of using that trick anyway and requiring people to use Doom2-Plus, just making the map Boom-compatible and having it work properly in the majority of sourceports instead of a very small percentage of them.
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