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===[https://s3-eu-west-1.amazonaws.com/eternity/linked_port.wad Linked Portals Demo]=== a demonstration of both plane and wall portals. Played on '''Doom2''' / '''Map01'''. Things to note: * In compatibility menu the option '''actors have infinite height''' needs to be set to '''false''' in order for any actor to fall through a portal. * The "upper part" is textured differently from the "lower part". While in game observe when textures change and where exactly the clipping occurs. * The lower room has a different shape than the room upstairs. Only the tagged, corresponding sectors which make up a "hole" have to be shaped alike. * Any LineDef that copies floor / ceiling requires an appropriate '''Anchor''' action on correspodning LineDef in the copied sector. E.g. should the action '''special: 360; tag: 1''' be cleared from where it is and set on any other LineDef, you'd get clipping errors, HoM effects or the renderer would simply refuse to connect portals. * When viewing automap notice how position is updated. Player doesn't seem to "teleport" from one place of the map to another, yet his X/Y coordinates change when passing a portal boundary. * Use console commands like '''spawn doomimp''' to test how monsters see, hear and aim through portals. * Use console command '''fly''' to test that you can indeed cross portals from both sides of the "hole". * When viewing through map editor note that there's no sector tagged with a '''3''' (tag used to link wall portals). Wall portals clipping is based on LineDefs, not sectors. [[File:Linked_portals.png]]
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