That's a good point. I don't think slope makes any sense in the context of a connected floor/ceiling since it's not going to physically, right? So we could just use that member when the corresponding cstat is set, yeah. From the editor side, I was thinking there would be a function to stack a sector above or below the selected sector (that would essentially create the same exact sector, set the height for it to be higher and connect it), and then a function to switch between the different levels of the map in order to be able to work on one at a time without the screen being a huge mess of lines. I guess other levels could be faded gray in the background or something like that to make it more fancy. From the renderer side it would be as simple as walking these connections the same way as red walls, and from the engine side it should be pretty easy to change the collision code to follow these links when clipping with floor and ceiling.

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