I've often thought mirrors in Doom had an inherent design problem, but was so because perhaps of software or hardware limitations of the early days in Doom's design.
But, seeing what has been done to Doom these days, with ZDoom, and GZDoom...I wonder if the developers have ever thought about mirrors, what limitations they have, and whether or not these limitations could now be broken or improved on.
Since a line mirror function requires that the sector behind the line to be void, it makes the map maker have to be particularly careful about where to place a mirror in a map, without affecting any other playable area in the map.
The void sector, is in fact a very bothersome aspect of the line mirror function.
Download, and play my Mirror Room example, to see this design flaw I'm talking about. Here's the link:
https://github.com/Rick4574/RS-Doom-Mod ... 20Room.zip
It is an example level, for Doom 2 (map 01).
It was built with Team DRD's Ultimate Doom Builder, and tested with GZDoom 4.5.
In the level, If you go on the roof of the building, and walk to the back of the roof (to about the area where the mirror inside the building was built), you'll see the issue.
I used a Sky texture to somewhat "mask" the issue, where if you where on the ground instead, and looking above the building (near the same area) you wouldn't see the problem.
If the void sector requirement could be eliminated from the Line Mirror function, or perhaps the void sector could instead be located outside the player area of the map (instead of being attached to the line with the Line Mirror function), then that would help the map maker not have to be so particular about where to place a mirror.
Could a line mirror function could be made, where you could have a line tag link it to a remotely located void sector with the same tag?
Kind of like how a line Portal function works?
Or could the Line Mirror function be made, without requiring a void sector attachment?
It was done with floors and ceiling flats (for the reflectivity feature in GZDoom), but not done for a wall line.
I did however, try a mirror with a line portal function also, but it had many other problems than just making a mirror the normal way.
Anyways, I think all the developers of ZDoom, GZDOOM, and Doom Builder are doing a remarkable job!
Keep it going!!!
Thanks.
I've often thought mirrors in Doom had an inherent design problem, but was so because perhaps of software or hardware limitations of the early days in Doom's design.
But, seeing what has been done to Doom these days, with ZDoom, and GZDoom...I wonder if the developers have ever thought about mirrors, what limitations they have, and whether or not these limitations could now be broken or improved on.
Since a line mirror function requires that the sector behind the line to be void, it makes the map maker have to be particularly careful about where to place a mirror in a map, without affecting any other playable area in the map.
The void sector, is in fact a very bothersome aspect of the line mirror function.
Download, and play my Mirror Room example, to see this design flaw I'm talking about. Here's the link:
https://github.com/Rick4574/RS-Doom-Modding/blob/master/Mirror%20Room.zip
It is an example level, for Doom 2 (map 01).
It was built with Team DRD's Ultimate Doom Builder, and tested with GZDoom 4.5.
In the level, If you go on the roof of the building, and walk to the back of the roof (to about the area where the mirror inside the building was built), you'll see the issue.
I used a Sky texture to somewhat "mask" the issue, where if you where on the ground instead, and looking above the building (near the same area) you wouldn't see the problem.
If the void sector requirement could be eliminated from the Line Mirror function, or perhaps the void sector could instead be located outside the player area of the map (instead of being attached to the line with the Line Mirror function), then that would help the map maker not have to be so particular about where to place a mirror.
Could a line mirror function could be made, where you could have a line tag link it to a remotely located void sector with the same tag?
Kind of like how a line Portal function works?
Or could the Line Mirror function be made, without requiring a void sector attachment?
It was done with floors and ceiling flats (for the reflectivity feature in GZDoom), but not done for a wall line.
I did however, try a mirror with a line portal function also, but it had many other problems than just making a mirror the normal way.
Anyways, I think all the developers of ZDoom, GZDOOM, and Doom Builder are doing a remarkable job!
Keep it going!!!
Thanks.