Well, most people say that it's litterally impossible to make floors over floors with the doom engine, therefore it's not really 3D. If thats true, than how come Srb2 can do floors over floors?
My personal definition of 3D is anything that uses models and/or terrain and stuff. SRB2 isn't real 3D 'cause it's really just a hack of a 2D mapping system. That's how I look at it, anyways.
If you just used the values built to create linedef executors as values for extra functions, you can implement (almost) as many features in the reading program as you want. You just have to edit the Doom configuration file to write the proper tags for the program to read, and allow the game to accept values from those used to build a linedef executor.
-Skulltag's Launcher would be nice.
...
That's about all I can think of, I just started using the Skulltag port, and playing doom itself so I'll have to get back to you on that.
Only really framerate. I can imagine some slopes being nice, but eventually someone's going to make the spritual Rocky Pass completely out of slopes. :( I've reallythought SRb2 was better without 'em.
But yeah, if you could slope 3D Blocks, NSZ2 would really look nice. :D
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