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Does this make SW's ROR implementation more sophisticated than the other vintage Build games?
I haven't looked at Blood's ROR enough to know it well. One thing for sure is that it seems a lot easier to setup for the mapper as there doesn't seem to be any need for effect sprites telling the portal what to render and when.
My first guess would be that as a consequence it doesn't allow for any "raised sectors", but that's just a wild guess, and if you look at the ROR in E1M1 and E1M6 you'll see "raised sectors".
Perhaps, everything you can do manually in SW, Blood does automatically, which could have pros&cons?
The ROR from DND3D v1.5, SE40 to SE45, is actually very similar to SW. It has some minor differences, for instance instead of turning on/off VIEW_LEVEL_X sprites so that your "raised sectors" get flattened or not, you use a different SE, one that would flatten Z, one that wouldn't, which is exactly the same thing.
So, granted that the system allows for 2 render passes going at once (I haven't tried but my guess is that it would, I'll tell you in the next paragraph), it can do the exact same things.
Of course, this ROR was unfinished so it's inferior because it doesn't have a proper floor mirror portal. Instead you have to hack one yourself and it can't have all the properties of a proper portal: the transport of gameplay elements is non existant, you can use SE7 "Teleport" to mimick some of that, but that doesn't cover everything: hitscan still doesn't "pass through" and enemies won't react to the player through the portal.
The only reason you'd use v1.5 ROR and not TROR would be if you wanted to make a map that's "v1.5 compatible", but it wouldn't be v1.3D compatible or even v1.4 compatible which is a weird thought.
The ROR from Redneck Rampage :Rides Again seems to be based on DN3D v1.5 except this time you have a proper portal which transports even hitscan. Enemies probably still don't react to the player through the portal as it's never used that way during the game.
You use SE150 to SE155 (corresponding to SE40 to SE45 from Duke), and I've found at least once instance in RR:RA where they used two render passes for a single ROR setup, meaning that this is indeed possible with this system as well (and by reference, should be possible in Duke).
Thus pretty much anything you can do in SW should be possible in RR:RA, minus enemy interaction I'm not sure about.
The ROR system from the first Redneck Rampage is however a completely different system. It's built with two "worlds": the "collision world", where all the gameplay takes place, this takes care of both "floors" and the collision for every impossible geometry is handled with sprites. Then you have the "render" world, which is built in an area of the map the player has no access to. You build your two floors in 2 seperate areas, then, you use SEs to tell what to render and where in game, and thus in game player/enemies walk through the collision world while the player sees the "render world" at the same time.
The cons: you're limited to sprites and what they can do, it's not that bad in the sense that you can even render sector slopes by using sprites set up like "steps" in the collision world; but sprites are sprites, for instance I have seen enemies fall through the floor due to that.
The pros: proper gameplay support with enemies and whatnot. As far as everything is concerned, there is only one area anyway, not two. You can also use this sytem to build impossible geometry that isn't "two rooms on top of each other" per se.
Some screenshots for this from the OG RR:
"Collision world":
"Render world" bottom floor:
"Render world" top floor:
Otherwise impossible geometry that isn't two floors per se (editor collision world picture):
Please also note that anything you can do in RR, you can do in RR:RA, meaning that in RA you can use both systems, even if the stock maps didn't.
So, which system is more sosphisticated? Well, Blood, RR and SW are definitely all great if only because they have full gameplay support. RR's could be considered less sophisticated because it's "more fake" than the others, but it also allows for things the others don't allow.
I don't know Blood's well enough, but each system probably has its sets of pros & cons.