Linked portal: Difference between revisions

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'''Linked portals''' (development versions only) are a powerful feature which make it possible to connect two separate areas of a map via the floor/ceiling or one-sided linedefs, allowing the player to see, shoot, and even move seamlessly from one area into another. They are used similarly to two-way portals, apart from the fact that you can pass through them. They can be used to create 3D architecture and room-over-room effects, with very few limitations.
(If you have not read [[Portals]], please do so now before reading this article.)
 
'''Linked portals''' are a powerful feature which make it possible to connect two separate areas of a map via the floor/ceiling or one-sided linedefs, allowing the player to see, shoot, and even move seamlessly from one area into another. They are used similarly to two-way portals, apart from the fact that you can pass through them. They can be used to create 3D architecture and room-over-room effects, with very few limitations.


==Line triggers==
==Line triggers==
Line 15: Line 17:
   
   
  377  Ext    --  Anchor line for special 376
  377  Ext    --  Anchor line for special 376
==Terminology==
===Portal Plane===
Unlike the basic portal types, which were rendered and could cover height variances (much like the doom sky), linked portals form an actual map structure. The '''Portal Plane''' refers to an X/Y plane that bisects the sector(s) that contain the portal. The height of the portal is at a fixed height.
===Beyond the Plane===
Map architecture is said to be beyond the portal plane when its vertical height is equal to or beyond the portal height--that is, at or above a ceiling portal plane or at or below a floor portal plane. When map architecture is beyond a portal plane, the portal will display at the height of the plane.
===Inside the plane===
Map architecture is said to be inside the portal plane when its vertical height is not beyond the portal plane--that is, below a ceiling portal or above a floor portal. Any architecture that is inside the portal plane will render normally and will obscure rendering of the portal.
==Usage==
Linked portals use trigger and anchor lines (much like anchored portals) to determine an X and Y offset from one part of the map to another, but there are specific requirements unique to linked portals:
*Linked portals must be two-way.
*Linked portals have specific behavior relating to z-coordinates of the portal plane.
===Setup (Doom line specials)===


==Tutorial==
==Tutorial==

Revision as of 18:39, 14 January 2010

(If you have not read Portals, please do so now before reading this article.)

Linked portals are a powerful feature which make it possible to connect two separate areas of a map via the floor/ceiling or one-sided linedefs, allowing the player to see, shoot, and even move seamlessly from one area into another. They are used similarly to two-way portals, apart from the fact that you can pass through them. They can be used to create 3D architecture and room-over-room effects, with very few limitations.

Line triggers

#     Class  Trig Description

358   Ext    --   Apply linked portal to like-tagged ceilings

359   Ext    --   Apply linked portal to like-tagged floors

360   Ext    --   Linked portal anchor line for special 358

361   Ext    --   Linked portal anchor line for special 359

376   Ext    --   Apply linked portals to like-tagged lines

377   Ext    --   Anchor line for special 376

Terminology

Portal Plane

Unlike the basic portal types, which were rendered and could cover height variances (much like the doom sky), linked portals form an actual map structure. The Portal Plane refers to an X/Y plane that bisects the sector(s) that contain the portal. The height of the portal is at a fixed height.

Beyond the Plane

Map architecture is said to be beyond the portal plane when its vertical height is equal to or beyond the portal height--that is, at or above a ceiling portal plane or at or below a floor portal plane. When map architecture is beyond a portal plane, the portal will display at the height of the plane.

Inside the plane

Map architecture is said to be inside the portal plane when its vertical height is not beyond the portal plane--that is, below a ceiling portal or above a floor portal. Any architecture that is inside the portal plane will render normally and will obscure rendering of the portal.

Usage

Linked portals use trigger and anchor lines (much like anchored portals) to determine an X and Y offset from one part of the map to another, but there are specific requirements unique to linked portals:

  • Linked portals must be two-way.
  • Linked portals have specific behavior relating to z-coordinates of the portal plane.

Setup (Doom line specials)

Tutorial

Refer to Zarkyb's linked portals tutorial for in-depth information on usage.