Map15 did exceed Drawsegs when looking from one end of the main street to the other, but the resulting HOM was very thin and very distant, besides, Visplane is the most important and now matter how hard I searched, i couldn't find anywhere that broke it.
I gotta try this map again on UV without cheating...
EDIT: Thought I was doing amazingly well, died just after picking up blue key, Killcount 130
DOUBLE EDIT: I love how my WAD is smallest size (146KB) :3 and that the 2 city maps are by far the largest (around 750KB each)
Decent level Bruce. I got bored with the mono-texturing, tho. That, combined with level design motif consistency results in a rather repetitive experience. But the level itself is very well designed with some really interesting architecture. It's just that the overall experience was a little drab.
Always great to see someone else walking the map and checking the pace. There are some things here and there that need to be changed concerning gameplay. Though overall I'm more of a cruise mode player which my maps reflect.
As for the textures - in "contractor" mode I'm always using the absolute minimum amount of artwork concept wise. Suggestions highly welcome.
Design/architecture - I'm pretty sensitive to shapes so I work in a nature grows shapes mode which I refine as I go along. I often just check a map to see what it looks like in the automap - it's a game with myself ^^
@Eris - changing the lower pegging will solve your tutti.
Well I'd like to say V3.3.6 is here, with tutti fixed (thanks bruce!) and Hell having a different elevator. Unfortunately, the tag 667 isn't working in chocorenderlimits..there's always something with this map -.-
EDIT Yeahh so...
Vanilla: It doesn't raise high enough, so I raised the platform
ZDoom: It goes too high because I raised it.
Level 11: Destruct, the remake of O' of Destruction is in its final phase! Right now all that is left is balancing the game play, adding a few last items and monsters, and creating the skill levels. I am aiming to have the beta released within the week!
scifista42 said: as you can see, the city sky doesn't fit there at all, but that's something I cannot do anything with
I think it's looking good there... your Citadel could be part of an older, original part of the city, hence the paving rocks & stones. A bunch of real life cities still have areas like these in them somewhere, amongst the newer modern architecture. Just stretch your imagination a bit! ;)
Eris Falling: I took a quick look at your map (*v3.3.5) and found that your problems are easy to solve:
-the tutti effect:
You have non-zero Y offset on that texture, so lower unpegging cannot help. Change the offset to 0, or change the texture of the lowest step.
EDIT: Oh, I was talking about another tutti-frutti (on the step outside). The exit sign will, unfortunately, cannot tile properly in vanilla, because it's height is 16 and you are trying to make it 32 high.
-the 667 tag: I have no idea why it doesn't work right in vanilla, but all you need to do is:
1. Set the floor height of the tagged sector to -80.
2. Set the back lower texture of the inner linedefs to "DOOR1" (or another 72 units high texture). By "inner linedefs" I mean those that are closer to the pyramid's center. The texture won't be visible in game, but it will have an effect to the 667 tag behaviour. Then it should work in all ports.
Changes: Lift to Hell is now hellish.
Other two lifts now matching textures and lights.
Removed 3 tutti-frutti effects (moved the exit signs)
Working Tag 667 although you will have to run at the pyramid in ZDoom, though you would anyway I suppose
Known bugs: A visplane overflow does exist in the northern (subterranean) walkway. However, it's extremely hard to trigger, even deliberately (it's like 4 pixels in DB2).