Whee, double post!
Missed a texture to align there. The other side is fine though.
Bah, why does that always happen? I'm always missing one little texture alignment! Anyways, it's actually a slope that sort of works in that going down it speeds you up, and going up it slows you down. I love being the first person to do stuff.
Needless slowdown here and here. You should try one-sided linedefs if you haven't
Well, I guess I really should for those who don't have powerful computers.
Too high. Easily fixed.
Too high..? You can jump onto it, can't you?
Everywhere in this zone that uses gradient lighting has texture alignment problems on the wall and rails. Probably wooden sleepers too but I didn't care to look.
I guess I'll have to fix that by using the texture aligner. Taking the easy way out by using a small sector alongside wouldn't work.
Co-op in this level = probably death due to the moving elevators, although I didn't test to see. Also, why are there two entrances to the base?
This level was actually designed for Co-op. Players 1 and 3 start on one elevator, while 2 and 4 start on the other.
This could be more interesting with vertically moving FoFs.
Yeah, I think it doesn't go over well as-is.
Two problems here. Why is so much of the ship's underbelly explorable (would reduce lag if more of the ship wasn't Fofs)? And what's with the blue? Is it for testing the areas above it?
1. Sky textures don't work on walls or if the ceiling flat is different from F_SKY1, so I had to kind of work around them.
2. If I make any less of it FOFs, then the blue will be a lot more easily spotted.
Couldn't resist. Sorry.
Indeed, poor Toad got turned into a tree.
Why is that cylinder a Fof? It could easily just be a normal Sector, plus it removes a little slowdown. Also, are you going to install loops?
This representation was meant to be as accurate as possible (Minus stair FOFs), hence the nickname "Real Deal Metal Harbour".