Talk:Slime trail

The reason for "Slime trails" has to do with the way the engine works itself. All floor and ceiling info renders tward you (the player). It starts at a linedef (a wall, border between two objects, etc) and ends either at the bottom of the screen, or when it "hits" another linedef in it's "path". That's why the floors and ceilings stretch tward your position when you no-clip outside of a level and face it.

Anyway, a slime trail happens when there is a "hole" in a linefef that seperates two or more sectors (a.k.a rooms, non-sprite objects, etc..), or the linedef is missing entirely. This is noticible when the floor/ceiling textures, hights or lighting are different between the two sectors.