![]() ![]() I've been playing around a bit with portals recently and I have a different question now - but as it's also related to portals in GZDoom I won't create a separate topic. If you went down the multiple-layer portal route, I would advocate keeping the rest of the level perhaps simpler than something like Coma Moonlight, or else be prepared for players to need beefy PCs. However, in reality slicing an entire map into multiple layers is a bit of a resource hog, and I would be conscious of the slow-down it can cause if you have anything in the way of complex geometry or lighting. There are larger differences with the set up for with line portals, but you weren't asking about those. So I *think* that the answer to my question is that it seems that the same stuff is possible, it just needs to be set up differently regarding metadata (linedef specials, tags, properties) but architecture can remain the same (in order to convert Eternity's linked portal on floor/ceiling to GZDoom "stacked sector" and vice versa).īasically yes, in terms of splitting a map into layers using Sector Portals, GZDoom can do it just as well as Eternity, albeit with different Linedef actions. The question is: is this kind of setup possible in GZDoom? Or would you need to make 5 out of 6 of these layers out of 3D floors or be very limited in terms of the structure of the map and pay attention what is visible from what angle (see "limits" section in here: - unfortunately I can't get my head round this example but this looks like a severe limitation of how complex your "hole in the floor/ceiling" can be or maybe I just don't understand it)?Īh , yeah, I played this map, no idea how I could forget about this one ! Interesting to compare how these things are set up in GZDoom and Eternity. For example MAP02 of Heartland (the one with the construction site) is composed of 6 layers stacked on top of each other, each defined separately in the editor and connected by floor/ceiling portals. Isn't it that Heartland uses edge portals for "fine detail" rather than slicing the map into layers? Sorry I'm still trying to get my head round how this works and I probably wasn't very specific what I'm asking about. While GZDoom has portals, Heartland uses edge portals (a portal on lower/upper walls) quite a bit, which GZDoom lacks. Are there limitations in GZDoom to portal functionality that are not present in Eternity that would prevent this kind of setup (and/or force constructing half of the map of 3D floors)? Or it's just a matter of using slightly different ways to set things up in terms of "metadata" to lines and sectors but generally architecture in the editor would look more or less the same?Īctually, no. only using portal functionality available in GZDoom? I am asking purely about portals used to slice the map into layers, I'm not asking if ALL features of Heartland are possible in GZDoom. I thought it would be a cool idea to combine this approach of map sliced into layers with GZDoom's 3D floors - this way you can have multiple layers built of proper architecture but you don't need to define an extra layer just for some small detail like a table or an odd bridge here or there, which can be easily done with 3D floors.Īnd here comes the question - I know that Heartland doesn't work in GZDoom but would this kind of architecture be possible in GZDoom without using 3D floors - i.e. Then I looked at Eternity documentation of Portal_Define and it all looked different (arguably easier to use but that might be subjective) than what I read on ZDoom's wiki about stacked sectors (which I think are GZDoom's equivalent of Eternity's linked portals on floors/ceilings). I noticed that GZDoom doesn't have those UDMF properties in its UDMF specification. I opened MAP02 of Heartland in the editor to see how it was done and I noticed that there were UDMF properties "portalfloor" and "portalceiling" on each sector that was part of the portal (and sector tags are not used for that purpose). ![]() I didn't really know you can have this concept of slicing the map into layers and have complex architecture on each layer with not just one or two "holes" to look through but really the whole "empty" area (composed of many sectors) being a portal. I always thought portals are kind of limited, I never really got my head round what is possible with them and what not but all the examples I looked at were complex to set up and were limited to just one sector being a portal. I know it's all done with portals as Eternity doesn't have 3D floors. I've been playing Heartland recently and I got impressed by its verticality. ![]()
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