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Re: 5D space origins
Posted By: VikingBoyBillyDate: 7/26/23 1:33 a.m.

In Response To: Re: 5D space origins (Lion O Cyborg)

: 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.

Something I would like to see: variable scales of "space" in the same room. Imagine a circular room that's biggest in the center and narrowest at it's sides. It would take longer to walk from one end of the room to the other through the middle than walking along the side, and the center would appear more distant to you than the opposite end of the room.

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Pre-2004 Posts

Replies:

5D space originsehyto 7/18/23 5:10 a.m.
     Re: 5D space originsGodot 7/18/23 6:00 a.m.
           Re: 5D space originsLion O Cyborg 7/24/23 4:57 a.m.
                 Re: 5D space originsBo Lindbergh 7/24/23 7:14 a.m.
                       Re: 5D space originsLion O Cyborg 8/3/23 7:43 a.m.
                 Copied?Document 7/25/23 5:51 a.m.
                       Re: Copied?Lion O Cyborg 8/3/23 7:45 a.m.
                             Re: Copied?VikingBoyBilly 8/3/23 3:53 p.m.
                 Re: 5D space originsVikingBoyBilly 7/26/23 1:33 a.m.
                       Re: warped spaceDocument 7/26/23 9:12 a.m.
                       Re: 5D space originsLion O Cyborg 8/3/23 7:40 a.m.
                 Re: 5D space originsVikingBoyBilly 8/5/23 5:10 a.m.

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