invictius Posted May 9, 2015 I was thinking of this while playing a couple of train levels. They don't seem to be used a whole lot, nor are voxels, or portals (where you're able to see the actual destination from the origin side). 0 Share this post Link to post
scifista42 Posted May 9, 2015 I've used a ton of vertical portals in my DMP2012 map, The Space Base, in order to make it look right. 0 Share this post Link to post
MajorRawne Posted May 9, 2015 Not sure if this is Zdoom specific, but I've never played a proper wad with room-over-room buildings. 0 Share this post Link to post
40oz Posted May 9, 2015 I'm watching this thread because I'm actually pretty uneducated about the good things about zdoom, not including good things that are good for zdoom users and viewed as bad elsewhere. 0 Share this post Link to post
Jaxxoon R Posted May 10, 2015 I noticed that polyobjects aren't used quite as much as they could be, it's mostly for doors and spinny things in the background. 0 Share this post Link to post
scifista42 Posted May 10, 2015 MajorRawne said:Not sure if this is Zdoom specific, but I've never played a proper wad with room-over-room buildings. Check out these ones: Winter's Fury - immersive quality GZDoom mapset. 1024 x 1024 The Building - amateurish, but kind of cool short mapset. 0 Share this post Link to post