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CblBOPOTKA

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About CblBOPOTKA

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  1. Checked my map - it's ok On map21 found this switch need to be pass action - https://postimg.cc/18n90b3V upd: also map32 has only 29 monsters
  2. Mentioned above MSCP is the smooth dive into slaughters, also Slaughterfest 2012 and SF3 (yes, skip 2011 and Smax, they are too much). Then you can try to play NoReason's Speedmaps 2/3 (or simply NoSp2/3), it is more like power fantasy, so it's about fun. Try to beat Holy Hell, old good classic, if you like monotonic grindy stuff, it's not hard, but requires some concentration.
  3. Forgot to remove some exit linedefs, so here is another version: 30mc2_CblBOPOTKA_m1_v2.rar map17 - Glowing Embers
  4. Played around z1m8 translucent floor effect a little. It renders well in opengl now (still in vanilla). Some self-referencing sector work been done. kdikdizd_map20_fix.rar
  5. Boom solution is simple and can be built around actions 213 and 261, which are designed to transfer brightness to floor and ceiling, respectively
  6. Hello, I noticed that you are well versed in dehacked. Can I ask you to help me with one thing, it's mbf21 actually, but probably it raised from my misunderstanding of how dehacked works under the hood.

  7. Title: Frostbite Author: CblBOPOTKA Music: Frostbitten Paradise by James Paddock Link to level: frostbite v1.4 Difficulty settings: implemented Comment: Snowy landscapes with dominant blue color Screenshots: Update v1.1: - added details to the starting location, including snow patches - did my best in nerfing lower difficulties Update v1.2: - added snowflakes by Major Arlene Update v1.3: - fixed incorrect lines port complaining - nerfed more waterfall fight Update v1.4: - fixed visuals for software
  8. Wanna participate. I love winter. P.S.: seems like link to 32in24-15_v2 textures is broken or somewhat
  9. Giant ring with scrolling on it monsters. Player is restricted in one quarter, while monsters and their corpses are going full ring. The latter is especially important, because on the opposite side few AVs are placed. The idea is to kill AVs first by little crushing bars that activated for 3-5 seconds after player pressing a button.
  10. Yeah, i am totally forgot about blockmaps, it is already great optimization on collision test. So effort from initial proposal will not be as significant as i expected. Thanks to all for your answers! Anyway, nodebuilding is quite interesting theme to research.
  11. Thats why i am asking. Yeah, BSP tests are used for checking collisions, but here we don't expect any. Even rendering should be seamless since all flats are on same level of height. So highly likely it's nice optimization, that with additional work on source port engine and nodebuilder can bring more performance.
  12. Is there a way to tell nodebuilder that these certain sectors (segments) are for decoration purpose and are not the part of geometry (they are same floor and ceiling heights)? Say you have few steps of lighting, or nice texturing pattern. It would drastically reduce sectors count and improve playablility on big maps.
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