: Most DOS/Windows players before discovering Marathon would have found out
: from other games as later developers copied Bungie's idea but implemented
: it differently. Duke Nukem 3D for example doesn't seem to use Bungie's
: overlapping sector method but it has 5D space in the form of Unreal 1,
: Prey or Narbacular Drop style portals.
: Typically they hide portals in elevator shafts that connect to an identical
: lift in another part of the map. Swimmable liquids seem to work that way
: too, again unlike Marathon 2, which makes me wonder how much of a
: nightmare it is/was to make changeable water levels in Build. The most
: famous example of this is Lunatic Fringe in episode 2: a circular map that
: requires you to run 720 degrees around to get back to the start. I'd have
: loved to have seen something similar in Marathon 1. The 5D Maze in Ingue
: Ferroque is pretty tame by comparison.
: Another good example is a swimming pool in the episode 3 map Hotel Hell on
: the top floor of the building connects to a broken toilet on the ground
: floor via a breakable wall with no height difference.
: I don't know if Build and most 3D engines like Unreal, Source support true
: overlapping sectors/brushes but I know for a fact some 3D engines support
: them because Tomb Raider certainly does: the Black Arms UFO in Tomb Raider
: 3 is a good example, to the point Lara can still get hit by laser traps in
: one of the rooms the ship's space intrudes on.
: Adding on to this, playing the PS1 version of TR5 on PSP made me discover 5D
: space in The 13th Floor level by way of explosion effects in one
: overlapping room never stopping due to a glitch. This was a problem as one
: of those overlapping rooms was the corner of the final room so you could
: get killed just by running to the level exit.
: Portal 2 & The Stanley Parable remake (not Ultra Deluxe but it does count
: too) use the portal method, the former's specifically being invisible ones
: used in certain vistas toward the end of the game.