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Re:Portals and Quake by smolder on Friday January 10, 2025 @10:48PM (#42663138)
Marathon 2 by Bungie also had weird non-euclidean maps with overlapping sections in the late 90s I think.

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.

Re:Portals and Quake by Terr_ on Friday January 10, 2025 @11:35PM (#42663329)
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.
Re:Portals and Quake by endgame on Saturday January 11, 2025 @01:03AM (#42663682)
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.