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>> No.6727549 [View]
File: 249 KB, 1024x1024, DE_BTSX.jpg [View same] [iqdb] [saucenao] [google]
6727549

>>6727052
>. If someone wants to do that I'd give the advice of planning the map layout with the limitations already in mind.
Yep, that's the idea. It's like an ability that can be improved with time. Give it a few tries and you will start to get used to the limitations and working with them in a more natural way.

A good tip for vanilla is using sector blockers (you know, when you delete a sector and you have that black area with walls that goes from the floor to the ceiling), that's the best way to avoid visplane overflows, it works beautifully and you can use that to create nice pillars or wall segments, like those from the first room on E1M1 or on the windows of the pic related (BTSX).

Visplane overflow happens when the player is on a point where he is looking at too much stuff at the sime time: too much sectors, height variances, flat textures and lighting variations (lighting generally is the worst offender). With that in mind, another way to avoid VPOs is not putting the player on places that are too high, because he will see all that stuff all over the place. If you do that, use infinte pillars to obstruct the view a bit, or create some curves on your general area so the player cannot see from far away.

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