13 Aug 14, 01:32AM
TeamateHAZE was the best with those things, and my computer didn't tell me thanks when I was playing ac_magic-school in CTF.
I know ac_plop6 (or ac_snail?) by Brett is made with a lot of stages, also, a few more maps have stages but none of those are "high quality" maps, however, I don't think it is impossible to introduce a 2 stage room (splited with like 6 or a few more platforms) in a good map, but mappers always took the more lag-free way and they dealt with it.
About Vanquish statement and the conflicted textures on platforms, the easiest way to fix it would be textured clips, it lags less than a mapmodel and allow to create what you want without creating a whole mapmodel for each forms. IIRC, Lucas (and not only him) worked on it and he said it wasn't that hard to add.
I really wonder how the 6 directional heightfield in octree would "destroy" the cube 1 engine because it's just path to take if we want to be closer to cube 2.
I know ac_plop6 (or ac_snail?) by Brett is made with a lot of stages, also, a few more maps have stages but none of those are "high quality" maps, however, I don't think it is impossible to introduce a 2 stage room (splited with like 6 or a few more platforms) in a good map, but mappers always took the more lag-free way and they dealt with it.
About Vanquish statement and the conflicted textures on platforms, the easiest way to fix it would be textured clips, it lags less than a mapmodel and allow to create what you want without creating a whole mapmodel for each forms. IIRC, Lucas (and not only him) worked on it and he said it wasn't that hard to add.
I really wonder how the 6 directional heightfield in octree would "destroy" the cube 1 engine because it's just path to take if we want to be closer to cube 2.