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- While fiddling /w deu y'day, i found 2 new features that I've never seen in any
- wad from you guys or from id.
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- first, i found one can create a sortof solid crystal box,
- and u can walk on top of it w/o any the famous hall of mirror effect.
- secondly, you can have walls that u can see thru, but not
- shoot thru. (behaves exactly as regular walls, it block sounds too!!)
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- here's how to create the "x'tal" box:
- to create such a sector, you need at least 2 sectors, one being inside the other
- with the floor height u want it to be, and the enclosing sector must have
- a floor height the same with its surrounding sectors.
- make all the linedefs two sided.(inner and outter sectors)
- make all of the linedefs reference from inner sector point to itself.
- make the linedefs ref of outter sector point to its surrounding sector.
- that's it. The good news is that NO HALL OF MIRROR effect generated!
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- creating the seethru/noshoot walls, has a similar manner. 2 sectors required.
- all other things are the same as above. except that outter sector
- must only have one linedefs reference(one sided) and pointing out.
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- if you you're a bone head :), i have included a sample wad of these
- two feature.
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- a couple of interesting thing to see from this wad are, one is that
- the x'tal box can be shot thru, except for Rockets and Plasma gun.
- but u can put wall on their edges with seethru/noshoot walls, thus perfect.
- secondly, u can squeeze in the linedef that is shared by the last stair and
- the x'tal box. very weird.
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- i also tried combo of xtal box & lift, it will have a HOM if your view
- is higher than the lift. other combinations of features are left to
- you, wad designer. :)
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- i would imagine that from this findings one can create a "crystal palace".....
- u can see thru all things, but nasty traps are waiting.... huaaahaaaa...:)
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- comments/suggestions are welcome!
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- ===Martin (leo@cae.wisc.edu)
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