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>> No.10885116 [View]
File: 302 KB, 1920x1040, Marathon Mapping.png [View same] [iqdb] [saucenao] [google]
10885116

>Polygons MUST be concave and have angles equaling to 180 degrees.
>Convex or more complicated polygons have to be split up.
>Except that sometimes, even perfectly rectangular polygons won't fill, so you still need to split them.
>If you want to add to an existing polygon, you'll have to delete a line to unfill the polygon, make your addition(s), and refill them. Otherwise, you'll be left with a solid line with no choice to make it non-solid.
>The Undo command only goes back a single step. Pressing it again undoes the Undo. Better catch mapping mistakes quickly!
>Instead of directly setting the floor and ceiling heights, you have to define the values and add them to a list so you can select them from there.
>No native visual mode. The only way to do visual mode is through an external plug-in that runs the map through Aleph One itself in an incredibly hacky manner.
>Map objects don't render in visual mode, so you can't check and see how monster and item placements look in-game or, in the case of overlapping polygons, make sure the objects spawn in the right one.
>Can't edit terminals in either the map editor or visual mode. You need a separate program to do that.
>If you have a map interaction that's spaced apart (e.g. a button that opens a door on the other side of the map), then you'll have to run through the entire level because Aleph One does not have a noclip feature.

Christ almighty, no wonder people don't make maps for Marathon. The hoops you have to jump through are fucking stupid.

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