[Please, any coggers reading this thread, please refer to the RVTCS thread. That issue badly needs to be resolved.]
I think I've come up with an idea to completely eliminate the need to use any more then one sector ever again.
There's only one question to be resolved...
Is it possible to have cog that the user enters 4 x,y,z coordinates (to form a 3 dimensional trigger zone) in which the user can then enter new values for things such as Tint, gravity, effect (such as denoting a water zone), as well as any cogs to be executed if a player enters it.
Obviously, this cog needs to be local as to work in MP.
If this cog can be created, it will completely eliminate the use of "flicker" cogs and will give editors far more flexibility.
I think I've come up with an idea to completely eliminate the need to use any more then one sector ever again.
There's only one question to be resolved...
Is it possible to have cog that the user enters 4 x,y,z coordinates (to form a 3 dimensional trigger zone) in which the user can then enter new values for things such as Tint, gravity, effect (such as denoting a water zone), as well as any cogs to be executed if a player enters it.
Obviously, this cog needs to be local as to work in MP.
If this cog can be created, it will completely eliminate the use of "flicker" cogs and will give editors far more flexibility.
"The solution is simple."


The problem with those levels is that there were still mulitiple sectors (ussually 2. 1 for normal ground and 1 for underwater stuff). This often resulted in needing a "flicker" cog. However, even now, I still have problems with the flicker cog (especially if dealing with multiple sectors). A cog like I described above would solve those problems.
:p
Another that I lost that was even better was entitled "Hoth DOOM", where I was taking a Doom 3 like approach but putting it into a relevant Star Wars local. From the initial hallway, I had detailed "carved out" walls, pipes, steps, consols, ect. However, if you go to the "Aquisition" project on JKHub, in the download section, I have the level I've been working on for that. The interior of the island (or what I have so far) is rather detailed and complex.