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Pretty good, here are a few thoughts1. I would change the map code to something a little more signature-esque. Even MMKDM1 etc would be better2. The music in MMDM1 isn't remotely 8-bit, I feel like a version you had going before was though.3. I know you just modded these maps for MM8BDM but maybe add another entrance or two to that fortress thing
Whoa. Those are some weird glitches. Strangely enough I don't actually see them like that. The hall of mirrors is actually a sky on my end. Must be an option somewhere that does that. Gonna have to look.
Sometimes, things that appear as sky to OpenGL users appear to be hall of mirrors for software users. The solution is to make a sector that surrounds the sky area and set the ceiling height to the same as the floor height. Here's a screenshot that better explains what I mean. (click to show/hide)
If memory serves me well, there's an Open GL option that stretches textures. That option, however, can disfigure the texture, if it is to cover a large area. Maybe that's on?
Test your maps in software before releasing them.
But you didn't test them in software.
What DTD means to say is you should test your maps to make sure they look correct in both Open GL AND Software mode. I made the same mistake once in a submission for GvH, and now I check both renders to make sure there are no issues with the map.Also, there are lots of HoM's in MM8BDM that only spectators can see, and who cares if a spectator can see them? as long as the players actually playing the game can't view them, that's what really matters.
Also, there are lots of HoM's in MM8BDM that only spectators can see, and who cares if a spectator can see them? as long as the players actually playing the game can't view them, that's what really matters.