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==Caveats and limitations== * Linked areas must have aligned floor or ceiling heights. It's not currently possible to look and move into an area with different Z coordinates. * It is possible to make "impossible" structures, both with plane and line portals, where certain tunnels can lead into otherwise occupied areas. In previous Eternity versions, you could possibly see "phantom" walls belonging to other areas, relative to your position, but this phenomenon has been reduced. If it still happens, this undesired effect can be reduced by setting up the layout of the map properly and moving the seen areas away from the vicinity of others. * An "infinite" tunnel can be created, but it must consist of at least three sector groups in a cycle, as well as avoiding any visibility glitches mentioned in the previous point. The automap will be unable to align all areas, so one of the portals will appear as a simple teleporter. Several of the physics rules, such as collision detection, may break down at that portal, so try to minimize the action that takes place at that point.
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