Curunir wrote:Wait, what "old style" bridges?
I can't think of another way of making a 3d bridge apart from Zdoom's Bridge thing. But now that I think of it, I've seen vanilla Doom maps that had these.
What would be the "old style" and the new one?
To put it in simple terms, the Doom renderer is.. uhhh... easily fooled.

The basic setup is thus:
Create the sector you want to be invisible.
Create a sector contained entirely within it. This will actually be the part you stand on, so make it as close to the lines as you think you'll need.
On all the lines that make up the inner sector, change the sidedef sector references so that they ALL reference the
inner sector. When this is done, you'll be able to tell because the editor will highlight the inner sector correctly while the mouse is in it, but when you move the mouse between the inner and outer sectors, the inner sector will NOT be hilighted as part of the outer. (Yeah, that sounded coherent alright) Just try it, you'll see what I mean.
That should be it. Oh, and I honestly don't recall where you need to set the floor heights. I'm 90% the inner sector needs to be set to the height you want the player to "float" on. The outer sector either needs to be set to the same height, or else the height of the surrounding (lower) areas. You'll have to experiment.
You can also create invisibile pits this way, just make the inner sector lower than the surrounding floor. If the player falls in these, he'll see nasty hom, so it's best used to hide enemies in the floor and then raise them instantly to make them "appear" out of thin air.
Of course all these effects can now be handled (and better) by ZDoom, but it's always nice to know the tricks of the trade.
