999cop Posted July 18, 2002 When I merged couples of sector together, it created this weird effect on the wall... http://zdaemon.com/~doomcon/techlogy.zip 0 Share this post Link to post
esayeek Posted July 18, 2002 what am i supposed to be looking for in which level 0 Share this post Link to post
Kaiser Posted July 18, 2002 uh, there's a couple of maps in that wad. can you just provide a screenshot? :) 0 Share this post Link to post
999cop Posted July 18, 2002 lol, sorry I thought you guys would have realized what I was talking about, since it's where the problem is occurred at where player1's spot starts... anyway, here's a screenie, thanks ;) 0 Share this post Link to post
esayeek Posted July 18, 2002 ahh that is the doom2 linedef limit coming into play. i wasnt seeing it because i was running it with boom, which has a bigger limit. you simply have too many linedefs in view for vanilla doom2. 0 Share this post Link to post
fen boi Posted July 18, 2002 esayeek is right, the original engine isnt very forgiving if you have too many sidedefs/sectors in view. You also have a lot of linedefs which overlap, instead of being connected. Most map editors will warn about this when you run a check. Consider using zdoom for sloping sectors, it easier and better looking than approximating with steps. Map02 has the same problem. PS are the stairs in map01 based on 'disinformation' by bal? 0 Share this post Link to post
999cop Posted July 18, 2002 roflamos, you sure are a smart one, fen boi! You're the only and the first one who figured it out, lol! Yeah, I was inspired by his map, hah. Btw, thanks for the explainings. 0 Share this post Link to post