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GoatLord

Water but not room-over-room?

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This is something I don't understand. How is it, exactly, that Zdoom can support a floor that acts as "water" but not a "solid" one to acheive true room over rooms? Not even the Build engine has support for true liquid "floors," just look at the map and watch yourself magically transport to another area when you go under. So if Zdoom can do this, why not room-over-room?

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Try using 3d bridge things to create an invisible collision. That'll make Your non-solid bridge prevent from not clipping the player.

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GoatLord said:
How is it, exactly, that Zdoom can support a floor that acts as "water" but not a "solid" one to acheive true room over rooms? Not even the Build engine has support for true liquid "floors," just look at the map and watch yourself magically transport to another area when you go under.

That's from Boom, and it's a visual effect. Even Doom wads can do tricks that create fake visual levels (in a more limited way.) Look at Requiem's Map31, the recreation of Quake's E1M6: The Door to Chthon.

A couple of trick demonstration wads also show similar effects.

Like Nmn noted, ZDoom also takes advantage of it's z-clipping to use a thing (like the player, decorations, etc.) as a bridge you can walk on or under.

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The water effect (I'm assuming linetype 242 from Boom) has the limitation that you cannot use it anywhere where you could see both the top and bottom sectors at the same time (if you try it, it won't work). It also doesn't allow the surface to be translucent for the same reason.

So yeah, you could easily have room-over-room with the limitation that you can never see both top and bottom parts at the same time (the Build engine has the same limitation), but real multiple floors are much much harder - EDGE or Legacy have them, so give them a try.

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