So the idea I had was a level with two facing islands on the Z axis as per this cleverly professional MS paint image:

See, you have a good side and an evil side, but the magic lies within the player recognizing the two individual areas (mirrors of the same landscape) are the same thing, but not blending them on an X/Y division so they read as one map.
The problem of course is obvious, I'd love for the player to be able to climb a tower and jump into the orange dot and have his axis reversed so he falls on the other tower, but from what little I've managed to dig up, this is simply not at all possible. . .
with this next-gen engine . . .
Anywho, so since the meaning of the map is completely lost if the player can't see both sides, I'm trying to figure out what else can take it's place and/or achieve some facsimile of the effect I desire.
* Would I simply cut the level in half and project a streaming camera footage of one half of the map on the ceiling of the other to fake the illusion? Furthermore, how is that possible?
* Can I utilize the shaders inherent in UT teleporters to create an immense teleport shader volumn on the ceiling that would mimic the aformentioned effect, allowing players looking up to see the other side of the teleport volumn (the entire other side of the map)?
* Is there actually a script or magic bullet that can create localized gravity (the one on UTwiki looks like it's still in progress)?
I've tried several different ways to re-design the level and keep the concept, but in a very reductionist way, all solutions inevitably get drawn down to one side being orientated one way and the other side oriented the other. I could just stealth teleport, but if the player can't see the other half it loses it's meaning, hence the idea of projection. I'd hate to redesign this on the X/Y because the gradient flow from one side to the other is just boring. I'm sure there has to be a solution to this that isn't impossible.
Any and all help would be of great assistance.

See, you have a good side and an evil side, but the magic lies within the player recognizing the two individual areas (mirrors of the same landscape) are the same thing, but not blending them on an X/Y division so they read as one map.
The problem of course is obvious, I'd love for the player to be able to climb a tower and jump into the orange dot and have his axis reversed so he falls on the other tower, but from what little I've managed to dig up, this is simply not at all possible. . .
with this next-gen engine . . .
Anywho, so since the meaning of the map is completely lost if the player can't see both sides, I'm trying to figure out what else can take it's place and/or achieve some facsimile of the effect I desire.
* Would I simply cut the level in half and project a streaming camera footage of one half of the map on the ceiling of the other to fake the illusion? Furthermore, how is that possible?
* Can I utilize the shaders inherent in UT teleporters to create an immense teleport shader volumn on the ceiling that would mimic the aformentioned effect, allowing players looking up to see the other side of the teleport volumn (the entire other side of the map)?
* Is there actually a script or magic bullet that can create localized gravity (the one on UTwiki looks like it's still in progress)?
I've tried several different ways to re-design the level and keep the concept, but in a very reductionist way, all solutions inevitably get drawn down to one side being orientated one way and the other side oriented the other. I could just stealth teleport, but if the player can't see the other half it loses it's meaning, hence the idea of projection. I'd hate to redesign this on the X/Y because the gradient flow from one side to the other is just boring. I'm sure there has to be a solution to this that isn't impossible.
Any and all help would be of great assistance.
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