Refer to the picture below if you’re unsure. If you know only a player is going to pass through, you can get away with having it 64px deep but there’s little reason this would be the case. The deepness of the portal defines what can and cannot pass through it, so as a precaution I would recommend leaving more space behind it in case a larger creature tried to pass through, such as an Arachnotron. Once your rooms either side of the portal are ready, draw an empty space connected to each of the portal’s lines that is at least 128px deep. Ensure that the floor and ceiling heights are identical on both sides of the portal, otherwise this will not work properly! In this example we’re making a portal that measures the same as a standard door (128 x 128). Lets start by creating the rooms that make up each ‘half of the portal’ first.
Bare in mind that this is the hardest to work with as the lines defining both sides of the portal must be the same length and angle.
The same as interactive but now it displays on the automap as connected, too.A lot like teleporter, however projectiles can pass through it and feels more ‘natural’.Walking through one side of the portal teleports you to the opposite side.Imagine this essentially like a ‘HD 3D Camera Texture’. It’s worth noting that there’s 4 types of line portal: The easiest way to think of them is functionally like a teleporter, but visually like you’re ‘snapping two separate parts of the map together’. Line portals create a seamless transition from two areas that are separated in the map.
Line portals are the easiest portal to make – I dare say they are easier to build than a teleporter! Let’s start with the uses for this kind of portal and what it does.