kristus Posted July 4, 2014 It's over two years since I worked on this map, and Idon't really see myself finishing it anytime soon. But for anyone who's interested in looking at some portal 3d magic in the Eternity Engine, I hope you enjoy what little there is. http://www.doglike.org/zips/etrn15.png http://www.doglike.org/zips/Furiousheights.rar 0 Share this post Link to post
Cupboard Posted July 4, 2014 I have to say that is a furious use of brown and would lead to some chaotic SP gameplay due to its overlapping nature. Why not incorporate it into your next Hexen project, Curse of the Gods or some such? 0 Share this post Link to post
kristus Posted July 4, 2014 Well, texturing is a bit of a mess in it. But I don't have any use for it because it only works in EE because of the portals it's map layout is pretty much useless to incorperate into any other port. EDIT; Also it's a "cover" of a Quake Live map of the same name. 0 Share this post Link to post
Obsidian Posted July 4, 2014 Oh wow, I remember seeing pictures of this ages ago. One of the best uses of STARTAN2 by far. :) 0 Share this post Link to post
Phobus Posted July 4, 2014 That complex multiple-level 3D architecture is exactly why I want to map for EE as soon as you can engage in combat across the portals. Great work. 0 Share this post Link to post
kristus Posted July 4, 2014 All I've really been waiting for is the Heretic and Hexen support. Had I had that I would've easily made my Curse projects using EE. The portals are robust enough to use for SOME things in map layouts. Just that in this map, it really pointificates the issues with the physics engine at the moment. 0 Share this post Link to post
Mordeth Posted July 4, 2014 The big, big problem with current-gen portals is that hitscans/projectiles still can't pass between them. 0 Share this post Link to post
Quasar Posted July 5, 2014 Mordeth said:The big, big problem with current-gen portals is that hitscans/projectiles still can't pass between them. Projectiles pass just fine. Hitscans do not, yet. Now that lines of sight are working, I have a template for hitscans - they have some extra complicating factors that I must figure out first. SoM claims also to have a new take on the clipping issues and has a prototype where you can go seamlessly up and down stairs, for example, with your collision against lines on the other side of the portal working properly. As for Heretic, Hexen, and Strife, a ton of progress was just made this last couple of weeks in taking steps closer to all of them. 0 Share this post Link to post
Memfis Posted July 5, 2014 When I'm standing on some stairs I get a weird effect with the player jumping up and down very quickly and it's hard to "escape" when this happens. ??? 0 Share this post Link to post
Khorus Posted July 5, 2014 Memfis said:When I'm standing on some stairs I get a weird effect with the player jumping up and down very quickly and it's hard to "escape" when this happens. ??? Those are the portal clipping bugs that are being mentioned in the thread. 0 Share this post Link to post