Mordeth
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Posts: 1883
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ReX said:
Would you point me to an example wad? Also, I didn't know you could transfer sector properties (like flats) in vanilla DooM. (Or are you referring to Eternity? In which case it couldn't be used in vanilla DooM.)
I submitted an example level for fenexam.wad, so you can look there. It has a vanilla Doom version, and a boom-compatible port version using flat transfer triggers (trigger 242). See also this thread.
Basically, Iikka's double-floor trick has linedefs referring to slightly-different dummy sectors creating a fake floor and/or fake ceiling, with instant raise/drop triggers to allow the player to pass.
With Boom's flat transfer trigger you can replace the fysical dummy sectors with a simple transferred flat. Great advantage of this trick is that you do not need player-activated triggers to make this work correctly, and it always looks good no matter player's position.
With ZDoom bridge things or Eternity's bridge tags you can also allow people to walk over this construct. Ergo: almost-perfect room-over-room, with just a few simple touches.
I say "almost perfect", because suspended middle textures and sprites do not clip correctly and will show up through the fake floor/ceilings IF the player is able to see them from his position. In other words: you'll need to have a big height/width ratio difference for the "upper" and "lower" room. And the normal rules for faked flat/ceiling applies... meaning POV-vulnerable sides need to be covered or you'll get HOM. On the other hand, it is possible to add lots of detail to both upper and lower room, such as crates, consoles or elevator shafts that run through both upper and lower room, etc. I've done so myself.
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