WANTON (unchanged)
Beginning of level: 6-7 dots.
Running in "arena" area: 4-6 dots, with pulses up to 9 when
a monster was "awakened".
At door looking into skull area:5-6 dots.
WANTON (monsters in towers now stim packs)
Beginning: 4 dots.
Running: 3-4 dots.
At door: 4-5 dots.
WANTON (no monsters in towers)
Beginning: 3-4 dots
Running: 3 dots.
At door: 4-5 dots.
It seems that the number of things is an important factor when
determining speed of a level especially when they are in the field of
view of the player, and even if they are behind a wall. Also, monsters
seem to slow things down a bit more than other things. In order to get
a reference point for this data here are the results for Mt. Eribus.
Mt. Eribus
Beggining: 2-3 dots
Running around: Varies greatly 2-4 dots pulses to 7.
To speed up WANTON I split it into two PWADs with the same map
but each containing only around 1/2 of the things. The exit for E1M1
is the beginning to the third "quadrant". You'll have to look at the
level to see what I mean. The results of thse levels are:
WANTON12 (E1M1)
Beginning: 2-3 dots
Running around: 2-3 dots pulses to 5
WANTON12 (E1M2)
Beginning: 4-5 dots
Running around: 3-5 dots pulses to 7
So, if you can play Mt. Eribus, you should be able to play
WANTON12.
Now, about size- DO NOT attempt to make a level the size of
WANTON with DEU 5.0. It will crash repeatedly. When I was about 3/4
through with WANTON DEU 5.0 started crashing after simply inserting a
few linedefs of vertices. It has to do with the way DEU reallocates
after the creation of every linedef, sector, or vertice. The only
reason I was able to complete WANTON is that I happen to have a
bitchin' programmer friend named Bryan Craig Smith. He patched DEU's
realloction scheme and I had no problems at all after that. He has
talked with the authors of DEU and the next release should contain the
patches. So until then, COURTYR_B is about as large as you want to
get. But that is plenty big.
Does anyone know anything else about these issues?
I am working to speed up wanton.wad myself.
Tho, my fix was not reducing number of things, but
I deleted several vertices/linedefs/sectors that you won't pass anyway.
look at the whole level closely, you can find
it has 4 HUGE triangular sectors covering 4 sections of level and 1
GIGANTIC rectanglar sector covering the whole level.
also, I have changed some of the linedefs flags, such as block sounds etc,
since alot of them are redundunt/un-necessary, this changes didnot affect the
original intention.
also some sectors floor/ceiling height of the arena area.
I haven't finished fixing all yet but, so far it has sped up significantly
over the original.
too bad i don't have DotsMark(TM) handy, sorry. :)
i'll post more after i finish fixing it. (hey, I want to keep this wad)
To whoever build this wad: Nice Idea, but need some tweaking.
===Martin