Re: 2.5D Dungeon



On 21 Mar, 19:06, "rdc" <rickclar...@xxxxxxxxx> wrote:
In my implementation, there is a fake 3rd dimension much like in Doom, hence
the 2.5D nomenclature (which as coined when Doom and other games came out).
In Doom for example, there is no 3rd dimension since the map is really a 2D
grid that fakes the third dimension by giving sectors a Z height that is
rendered to look like it is 3D. In vanilla Doom you can't have a room over a
room, since there is no actual third dimension to put a sector over another
sector. Quake on the other hand is true 3D since it is a polygon based
engine and you can stack polygons in the third dimension.

You can, actually, have one room over another. The only thing you have
to care about is not having the same wall nodes on the same place of
the 2d map grid. You create intersecting rooms and set each one's top
and bottom z axis to values that do not intersect. This has been used
in Duke Nukem 3d to create a feeling of having two rooms one atop of
another (actually it was a spiral staircase).

And to avoid an offtopic post: I was thinking about using 2.5d maps in
UR as well, but right now it's just a treetops/rooftops level that's
displayed over the actual map layout. You still can't climb a rooftop,
but it would be cool to implement this. I was thinking of the
possibility to walk over the rooftop and also fall from it :).

Mingos
.



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