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Posted

You might remember this

where it is setup a Prey-like portal.

I was wondering, it would be possible to do something like that in TDM?

 

If I understood correctly, it should be a skybox + a teleporter.

Posted

Someone over at doom3world.org once setup prey style portals in Doom 3 but his download links no longer work and he doesn't seem to respond to

requests for his work... That said the new 3D skybox code by 7318 and grayman should work for this purpose.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

That said the new 3D skybox code by 7318 and grayman should work for this purpose.

This sounds promising, I always wanted to play around with portals and I think TDM is the perfect context as a single player atmospheric game.

Posted

This could lead to some pretty cool scenes in FMs. I like parallel-world types of stories.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted (edited)

Or places where common sense cannot apply. An unlimited stair for example, or a stair that goes up and you arrive in the same place that going down. Or a door like this one that actually bring you somewhere...

Edited by ezze
Posted

Teleporting the player is not a big deal. The same counts for the teleporter arrows shown in the above video. A custom arrow overwriting an existing one, some defs and a script, that's it (yeah, and maybe some particles to make it look good ;) ).

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted

You are forgetting the difficult part... AI. Perhaps the vision and pathfinding can adapted with ease, but possibly not.

 

I disagree about particles, the player should not be able to distinguish between a teleporter and a normal hallway.

Posted

Have you played/experienced the "Illusionist's Tower" mission?

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

Posted

All the elements are covered in the wiki I believe actually. It's more the creative application of teleporting and visuals (or lack of visuals to obscure what's happening to be seamless) that make the magic, full props to Stumpy, from using simple processes the game already provides. I was chuckling reading some of the conjecture here that's already been done! :-)

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

Posted

Not overt look-through-see-alternate-destination visuals. The theme of that work is common sense not applying, unlimited stairs, going the same way but finding yourself at a different destination and the like, as you mentioned a couple posts ago. One of the obvious portals is intentionally visibly obscured. Most of the others are meant to be not apparent to the player. Then there are some that are meant to be obvious for gameplay reasons (feedback).

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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