Well concerning camera, I don't believe that would be an issue with this because I can make the ceiling very high to compensate for the angle. I'll get a cheap outline to show you what I mean specifically in a few minutes. (: On Wed, Jun 24, 2009 at 9:11 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > images would help yeah! > > from the sounds of it, cost isnt an issue but multiple levels stacked on > top of eachother could be difficult to deal with because of camera concerns. > > There used to be a setting (that is broken now but could be fixed) in > config.lua where basically if an object was inbetween you and the camera, > the camera would pop to be in front of the object so the player is never > obscured. > > If I fixed it we could just have that be the norm, and that would fix the > problem of the player being on floor 1 while the camera is lookin at the > player from floor 2. > On Wed, Jun 24, 2009 at 7:02 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > >> With the current layout I have three separate floors for the temple. At >> this time, the floor with the diamond path is connected to the basement, if >> you stray from the path you'll fall directly into the basement. If you get >> through, there is an elevator that takes you down to the basement. Should >> the first floor/elevator be built on its own map, and script the player to >> the next room via falling (in which case no matter where you fall you end up >> in the same spot)/elevator, or should I include the basement along with the >> same map, and partition the maze/ceiling trap/beast rooms into separate maps >> in order to keep the cost down? >> Images provided if necessary. >> > >