Of course. I know it's not technically needed, but the real pain in the ass is that Doom Builder won't display them as wall textures if I just use the patches. And that bothers me, because I like to look at my levels and see how they'll look in-game. If DB would display the patches as wall textures, then I'd be fine with removing them (except for TSCRN1, but IIRC that's not even an in-game patch and it's just TSCRN2, but I use TSCRN1 for the animated screen with static.)Enjay wrote:I hadn't actually noticed that one copy was in the TX name space. That does decomplicate things a bit. Personally I don't like using lumps of the same name even in different name spaces - possibly mainly because DeePsea complains about it and it can complicate the editing process.
To pic an example, TSCRN2 is in your WAD as entry number 638, used as a patch, and 711 as a TX. It's not a big deal, but you don't need that. Remember, if you want to use the graphics individually on a wall (or floor) Zdoom can use textures, patches or TXs (or pretty much anything else too IIRC - including sprites) so the second copy isn't needed at all. If you delete the TX copy, the main texture that uses tscrn2 as a patch (planet1) still works. If you put tscrn2 directly on a wall, that also works because Zdoom will happily use the patch directly.
You can't do it the other way though. If you delete the patch, Zdoom will not use tscrn2 on the planet1 texture (even if, maybe, your editor will still show it there) because it won't use a TX as a patch. So, to keep things neat inside the WAD, you could delete all the duplicates from the TX name space and things will still work as you want. Or you could just leave it.
Anyway. I'm wondering about the actual designs of my rooms--are they interesting and varied enough? Whenever I work on this map, I wonder if I'm abusing the STARTAN and STARGREY textures, or that TILEFLOOR flat I created, or if there's enough variety in the ceiling heights, or if there's enough random interesting architecture to keep looking back at. Probably the biggest thing is actually the design of the rooms themselves--I personally fear that I've just got too many "plain" rectangular-feeling rooms. What do you think?
Fourteen new screenshots, all taken from a -nomonsters run, are on their way, as well as a decentish small page to detail the story I've currently got for this. (It's nothing big. Alien cyborg race summons the Demons again, you need to kill them. But it's well written!)