Darkhaven4 Posted April 29, 2004 I just had this fucking looney idea about 3 seconds ago; I'm starting on remaking all the doom maps, with ROR! With ZDoom's Transfer Heights and invisible bridge things, I'd figure the ROR part would be relatively easy; I've already remade part of E1M2 with an underground secret area to get to the chaingun... EASY FEAT FEET 0 Share this post Link to post
Dittohead Posted April 29, 2004 Hm, what is ROR and why is it special? More importantly, why do I want to play the remakes? 0 Share this post Link to post
sargebaldy Posted April 29, 2004 ROR means Room Above Room. It is special because having rooms above rooms is a powerful mapping feature generally found only in more 3d games. ZDoom does not, however, support such a feature so I assume he means he added in floating sidedefs and bridge objects. 0 Share this post Link to post
NiGHTMARE Posted April 29, 2004 Sounds like he means Boom's deepwater effect (which is somewhat improved upon by ZDoom) combined with 3D bridge objects. Using this method, you can have not just one room above another, but another room above those as well. 0 Share this post Link to post
DooMer 4ever Posted April 29, 2004 Let me guess. You're using the original levels as a base? If so, you cannot upload it to the archives. 0 Share this post Link to post
Bloodshedder Posted April 29, 2004 sargebaldy said:ROR means Room Above Room.Room Above Room? RAR? Maybe you mean Room Over Room. 0 Share this post Link to post
LogicDeLuxe Posted April 29, 2004 sargebaldy said:It is special because having rooms above rooms is a powerful mapping feature generally found only in more 3d games.Actually, it can be done in virtually any 2.5d game since Doom, as long as it doesn't feature BSP. Very noticable in Dark Forces for example. Room over room is used that heavily that they needed a layering system in the automap, you just can't imagine living without it. 0 Share this post Link to post
sargebaldy Posted April 29, 2004 I'm pretty sure most other so-called "2.5d" games don't actually have true ROR, but rather just portals or cheap hacks. 0 Share this post Link to post
Julian Posted April 29, 2004 sargebaldy said:I'm pretty sure most other so-called "2.5d" games don't actually have true ROR, but rather just portals or cheap hacks. Portals most of the time. Challenge about true ROR is collision detection and AI. Most 2.5d games rely on 2 dimensional worlds for optimisation. 0 Share this post Link to post
toxicfluff Posted April 29, 2004 LogicDeLuxe said:Actually, it can be done in virtually any 2.5d game since Doom, as long as it doesn't feature BSP. Very noticable in Dark Forces for example. Room over room is used that heavily that they needed a layering system in the automap, you just can't imagine living without it. But uh, many games since Doom have featured BSP. And had rooms over rooms. Unless you are talking purely about sector based engines? 0 Share this post Link to post
Julian Posted April 29, 2004 ToXiCFLUFF said:But uh, many games since Doom have featured BSP. And had rooms over rooms. Unless you are talking purely about sector based engines? He's obviously thinking *2D* bsps :P 0 Share this post Link to post
LogicDeLuxe Posted April 29, 2004 ToXiCFLUFF said:But uh, many games since Doom have featured BSP. And had rooms over rooms. Unless you are talking purely about sector based engines? Yes, I wrote 2.5d engines, which means sector based, ie. having vertices with only 2 coordinates. I know at least of Quake and Unreal featuring BSP, but since it is a 3d BSP, ROR is no problem. sargebaldy said:I'm pretty sure most other so-called "2.5d" games don't actually have true ROR, but rather just portals or cheap hacks. Checkout the Build engine! It has. Duke Nukem doesn't even have portal rendering, which, in deed, was added later in Shadow Warrior and in Blood. Thankfully to the absensce of BSP, you can even have multiple rooms which occupy the same space, ie having sectors in the same coordinates AND with the same height. One of the deathmatch maps which comes with the game makes heavily use of this possibility. Try this in an engine with true 3d-bsp! It won't work. However, sectors connected on top over another are in deed faked (similar to boom's line teleport tricks), but the rendering is for real. 0 Share this post Link to post
Darkhaven4 Posted April 29, 2004 Yes, I'm talking about ZDoom/Boom's Deepwater effect with floating K2 bridge things. I'm not using the originals as a base, I'm completely remaking them for structural reasons. It's actually fairly simple to do... 0 Share this post Link to post