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    mapping tile16s

    Asa
    Asa
    Bring em' On!
    Bring em' On!


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    Number of posts : 191
    Age : 69
    Location : Los Angeles, California
    Hobbie : Wolfenstein 3D, Final Fantasy and Sokoban
    Registration date : 2010-08-03

    mapping tile16s Empty mapping tile16s

    Post by Asa Mon Jul 20, 2020 12:22 pm

    I decided it would be better to start a new topic since the other one was pretty much concluded and this one is diverging away from it.

    Here are my comparisons of the tile16's found in the alpha and the tile16's I just added to v1.4:

    chunkAlpha count  chunkv1.4 count 
    66-86background and walls21 139-159  background and walls21
    87-137sparse51160-161elevator wall and down
    elevator controls
    2
     138-140  elevator wall and up and
    down elevator controls
    3162-188walls27
    141-155sparse15189-191doors (one orientation
    only: normal, elevator,
    locked [gold or silver[)
    3
    156-167
    doors (includes both
    orientations of all 6
    doors: normal, locked
    red, locked green,
    locked blue, locked
    yellow and elevator)
    12192blank1
    Total102Total54

    It appears there is no real correlation between the versions. The sparse ones between the walls and the elevator controls in the alpha are greater in number than the walls between the background and the elevator controls in v1.4. The total number of chunks in the alpha is almost double the number in v1.4, and includes locked doors that are either no longer in the game, or didn't use the separate image in the texture list.

      Current date/time is Thu Nov 21, 2024 3:37 am