I recall that some of the developer commentary for either Portal or Portal 2 mentioned that they began level-development by using a special version of the namesake non-euclidean Portals to connect different chambers and hallways that were being developed in parallel.
Then, later in development, they ran a tool to stitch together all that geometry in a more-normal way, and they only had one case of impossible-overlap, which continued to use the non-euclidean link.
Re:Portals and Quake
by brobdingnagians on Saturday January 11, 2025 @07:08AM
(#42665337)
For those wondering where the impossible space is:
https://gaming.stackexchange.com/questions/20601/where-is-th...
Re:Portals and Quake
by hnuser123456 on Tuesday January 21, 2025 @11:43AM
(#42782162)
I actually discovered this accidentally, because I found wheatley so damn annoying at this point, I was just noclipping through the levels to get to the next part of the game, and I couldn't noclip through that drop.
IIRC Duke3D also had a map where you had to walk a circular path twice to get back to where you started.
Re:Portals and Quake
by Synaesthesia on Saturday January 11, 2025 @08:09AM
(#42665615)
Duke3D used teleportation to simulate height, for instance in the beginning of the game when you drop down from the rooftop you actually teleport to a other part of the map.
I miss the customizability of that game. Early bungie works were up there with early blizzard or early valve. They sold a tool for fun instead of casting a bait for profit.