Unfortunately this is how doom works as all maps are projected from 2D space. There are "ROR" type quirks (room-over-room) that try to evade this limitation in Hexen or preferably UDMF:Tarachillax wrote: ↑Fri Jul 25, 2025 12:16 pm I’m creating a level in Ultimate Doom Builder and I can’t find a way to merge two designs on top of each other.
I have Sector A, where I only designed the floor. It has various textures, height differences, actions (like tags), etc. The ceiling is still empty and just a basic square.
Then I duplicated Sector A to create Sector B, deleted floor design and designed only the ceiling with height, texture and details.
Sector A: Only floor
Sector B: Only Ceiling
Now I want to combine Sector A and Sector B but without overwriting both. The problem is, there’s no special “overlap” function or plugin. If I drag sector B on sector A, A will get same floor like B.
I want to select the ceiling from Sector B, choose a function that only replace the ceiling and then place it over the floor design of Sector A. Brightness setting can too.
I don’t know if this is possible — that’s why I’m asking.
This function would be ideal for complex layout design without requiring too much manual work. Maybe it was already suggested before, but it's hard to implement?
- 3D floors (actual sector based geometry). You select a sector area Floor at 0, Ceiling at 256, give it a tag 10 for example and create another triangle dummy sector outside the map, give it heights like Floor at 32 and Ceiling at 64, select any of its lines (1 linedef is enough), give it action 160, give it tag parameter 10 (you made earlier) and it's going to translate its properties to your tag#10 sector.
- portals:
a) line portals (vertical) - makes a vertical window passage between one wall (not strictly wall but linedef) and another. Give one linedef a tag 20, another 21, then on line#20 give it exit tag 21, and on line#21 tag 20 (interconnect them), and choose "Interactive". Make sure there must be a free space after each of them at least 32 map units but 64 is preferable. E.g. idealy, there must be a tunnel on one side and other with the same height parameters, the same textures, and before the dead end wall (white linedef that faces black void) you step those 64 units and split it with another linedef which you assign portal action to - on both sides!
b) stacked sectors (horizontal) - a bit more complex but it allows you to connect holes in floors and ceilings between different parts of the maps. Make sure that connected floor and ceiling heights must be the same.