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Aquatic Corridors
Version: 1.0, by *icefox*avp* (Or call me Revan) *icefox*avp* is offline
Developer Last Online: Jul 2018

Category: Version: SRB2 Rating: (3 votes - 3.60 average)
Released: 02-10-2016 Last Update: Never Installs: 0
Multiplayer Levels Sprites/Graphics

About Aquatic Corridors

The level is entirely underwater, a nice challenge for anyone who's tougher at matches. It has many places that you can explore it, watching the fishes, corals and any type of beautiful things that can be found on undersea.

Updates

Minor changes and a new room.

Awards

This level won the OLDC July/August 2015. It could be found here:
https://mb.srb2.org/showthread.php?t=40789

Download Now

File Type: zip mt_AquaticCorridors.zip (128.6 KB, 259 views)

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Comments
Old 02-10-2016   #2
*icefox*avp*
Or call me Revan
 
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I recommend you using software mode for this.
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Old 02-10-2016   #3
RomioTheBadass
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Yea, for some reason it looks more colorful in Software mode, nice level by the way ;) .
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Old 02-10-2016   #4
Zwip-Zwap Zapony
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Quote:
Originally Posted by RomioTheBadass View Post
Yea, for some reason it looks more colorful in Software mode,
That's because OpenGL basically takes a fill-bucket, gives it a solid colour, and gives it transparency before laying it over the screen for colour-maps (meaning an opaque colour-map might be a single flat colour in OpenGL), where-as software rendering... Well, even with an opaque(?) colour-map, it changes the hue/saturation(?) of colours, but not the brightness itself.

Or put in practice, take a blue gradient, and put it in a red colour-map. In OpenGL, the blue gradient would simply be overlaid with red, where-as in software rendering, it would become a red gradient with the same brightness scales as the blue gradient. At least that's what I think one of the developers demonstrated when someone said otherwise once. Not sure.
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