Float04 WIP, Day2
My third Doom2 map running inside skulltag, I doubt that this will ever run on vanilla doom due to huge wall amount abusing. I did not use any additional sector over sector effects when creating the tunnel/cave seen quite early on, It's purely a cosmetic hackjob that took around 2-3 hours to finetune, I think it should theoretically work under normal doom engine as well.
The map itself is only around 50% done and the popping textures/clipping etc.. will be fixed later on.
I got the initial inspiration for floating island from Chrono Trigger's zeal, but this is just very loosely based on that concept, I've had something similar planned for quite a while and seeing the Zeal kingdom after a few years has inspired me to implement what I've had in my mind previously. Naturally the Doom engine is very limiting on what can be achieved with this kind of design as the whole float'y effect is just an illusion caused by proper use of the parallax sky texture.
If anyone else tried to re-create the SOS-effect then you can do it by using a texture in the middle of a wall + using a proper offset, the bigger the texture is the taller it will be, horizontal span is the length of the wall. Using multiple walls in a tight space will create the perception of a solid space, the limitation being that it looks somewhat stretched or wierd, plus you need to take care of the viewing angles, otherwise the player will see that they are just indeed a group of stacked walls.
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