vdgg Posted May 19, 2013 There's a very cool elevator there with MIDSPACE preventing you from dropping down. http://img.photobucket.com/albums/v345/wojtunio/doom36_zpsefe1478a.png http://img.photobucket.com/albums/v345/wojtunio/vi24_zps9584658d.jpg I don't know how to reproduce it - or basically, how to draw a sector equivalent to 228& 227 (apparantly at the same place) without splitting linedefs of sector 226 and creating a dozen more sectors. 0 Share this post Link to post
vdgg Posted May 19, 2013 I got the solution relatively quickly by myself :) Draw a non-overlapping sector, for example inside of vile's equivalent of sector 226, then move its vertices; draw another one (you need two sectors to avoid HOMs). Move vertices over the first sector's vertices. It works for me. 0 Share this post Link to post
Archi Posted May 19, 2013 I'm making invisible sectors this way: Example wad: http://speedy.sh/Hb28K/lift-bars.wad It's hard for me to explain how to make it by yourself, actually. Hope that example will explain. 0 Share this post Link to post
Memfis Posted May 19, 2013 vdgg said:(you need two sectors to avoid HOMs) Not necessarily, the traditional solution would be to make one self-referencing sector. (check out the bridge on Scythe 2 MAP17 for an example: you can walk under it but you can't jump down from it because self-referencing sectors 509, 515 and 516 block you) In fact, I've never seen this two-sector technique before but I guess it works the same way. 0 Share this post Link to post
40oz Posted May 19, 2013 Do the self referencing sectors in question just block the player? Can you shoot through it? 0 Share this post Link to post
Rayziik Posted May 19, 2013 40oz said:Do the self referencing sectors in question just block the player? Can you shoot through it? Yes, they only block movement. You can shoot through them like nothing was there at all. 0 Share this post Link to post
Memfis Posted May 19, 2013 I think you're wrong Rayzik. Try shooting through the invisible bridge on map03 from Plutonia. 0 Share this post Link to post
TimeOfDeath Posted May 19, 2013 I don't know if they're all the same, but usually self-referencing sectors block projectiles but let hitscans pass through. 0 Share this post Link to post