It looks cool, but at the same time it isn't what I was after. So I'm a bit unhappy. I have other ideas to try to replicate correctly (as in: respawning wouldn't break the effect) but it takes a lot of time to test.Extensively exploiting a texture swap trick, going through the chimney in the Splat Pack castle will change the environment to a Doom-like area. This is just a visual trick as the collisions sadly don't change.
At first I wanted to reproduce this effect seen in Doom: (non-euclidean geometry) but it's very difficult to trigger properly in C1/C2 as the player can always respawn away and break the magic.
Ah well, at least it makes for a little video...
Other things I didn't mention, if you pay attention you'll see the car has little flames all around it when it goes through the fireplace. I replaced the watersplash with a fire/expl animation.
If you have a translucid material in a chunk of mesh, other nonsolid materials will share the transparency (annoying, here the pillars shared the transparency of the blood streams).
Because of what I just wrote in parentheses, I turned these pillars in instances. I'm not sure but it seemed to me like they kept both their different sizes (I'm sure on that end uh) but also their solidity (before I applied the ! flag). Very interesting. Must do more tests myess.
I encountered a lot of strange beheaviours with actors, materials etc. as I tested and tested ideas but I forgot how it all went.
But really, I'd like to reproduce the exact same effect as seen in that Doom video. But it would have to be perfect...
Couple of stills: