Working on my map some more, This is where you start the level, if anyone plays it, I advise not shooting the computer while you are near it, or the boiler in my cupboard, you will live to regret doing so.
I've been making the ceiling breakable and am including the Gas pipes, true to how they are laid out in my house, yeah, don't shoot gas stuff either, I'm terrified of the stuff, so I have put a major emphasis on what happens if you mess about with it.
Outside my house, complete with those worrging cracks in the wall but missing some big details, and... what's with that roof, is that actually sloping off the top of the house? Never! (Not to be arrogant, I will make a not of how to do it later.
![Posted Image](http://img36.imageshack.us/img36/9868/eduke322010040703030059.png)
Some of those textures are custom, more will be so when I have done, but they will be optional, as they will be defined in the same place as the Duke-Equivalent - that is providing I am allowed to do this?
@Marked -
![:P](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
No, but I have been under it a few times, usually when I need a new bicycle, there's always loads in the water at the bottom and I swear that one day when I was a kid there was a double-decker bus in there.
@Lunick - Thanks, I've no intention of stopping, I find mapping fun, and now I'm getting more comfortable with Mapster32 there's probably no risk of me losing motivation on this.
@Micky C - That's not looking bad, as for making the bridge, I would have replied sooner, but I was trying to find a good way to describe the process, here goes - Make a sector like the one in the below picture that has water in it (though you can texture it however you want), then split it into 3 as shown and set them up however you like, you need to split that sector or the graphics glitch - this will be Under the bridge;
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Find where you want your bridge and make points in the red lines on each side of the gap, then make points just wide of the bridge and draw a box there - this will give you more contol over the textures and bridge height later, and help prevent glitches.
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When you have done this, draw half the bridge on each side of the gap, but in the opposite direction of the gap, you should probably split these so you can make an archway under the bridge - because it looks cooler, then go to 3D mode and sink the sectors that will make the bridge, then texture their floor as what you want on the BOTTOM of the bridge - I colored some lines to make the next step easier;
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Drag the bridge sectors to they are the opposite of how they were and span the gap, maybe don't let points overlap lines or other points.
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Go into 3D Mode and look at your flat bridge, you can slope the undersides and decorate the top with spritework, sometimes it glitches if you walk on it, sometimes it won't work at all, so back the map up before trying this, or experiment in an empty map. Slope the bottom of the bridge (notice the textures?) in little increments until it makes an archway, because it looks awesome, maybe add a spotlight near it for cool effect.
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Image The example map I used for this
You can do neat stuff using similar methods elsewhere, just back up the map and then experiment with it, I'm certain you could make more advanced bridges needing no spritework, but I haven't got to trying it yet. Also remember, this is a glitchy side-effect of the way Polymer works, and thus might get broken (well... fixed - but I doubt it) or may cause problems that I am not yet aware of, meeting the points like I did can certainly screw the whole map over.
I'm thinking we need an SE that allows a mapper to define compatible/desired renders and will make EDuke32 print a warning if you are not using the render the map was made for, as I assume other people are going to do this now, and it won't work if you aren't running Polymer.