Sectors over sectors: stairwells
stairwells || elevators || sloped sectors 

outside the two story building lower level: one room, the entrance and a hallway stairwell leading up to sectors over top
The stairwell This area is over the red floor room shown in pic2 This larger ares is over top of everything you see in pictures 2 and 3


2D view of the two story building in this example This is a screen shot of the building cut away from the rest of the map. Below is a picture of the same building with everything but the walls removed.
You all know what the red and white lines mean; well, the red and white lines in the picture below are those belonging to the lower level of the building. (the outer most white lines are the building's outer walls). The blue lines represent the white lines but on the upper level; yellow, the red lines on the upper level


In the screen shot below, you can see that the top step of the stairway extends over the wall of the sector below. I then went on to extend the entire upper level inside the walls of the sector(s) below. I only did this because it's a building, one that the player can walk around from the outside as well as from the inside.

You don't have to build sos's like this all the time. In this case, the design called for it. When you build sos's you may want to extend some of the sector(s) over, within and outside the walls of the sector(s) underneath. It all depends on what the design calls for and what the engine will allow.

For instance, the window on the top left hand side of the picture (northwest corner of the building) is the window into the room on the bottom level. You will also notice the entrance doors to the building on the top (north side of the building) represented by the pink lines (they're glass swing doors). They lead into the hallway on the bottom level. The stairs go up and lead into the room over top of that bottom room with the window hence, the wall (represented by a blue line) of that upper room is on the inside of the sectors of that bottom window.

2D arial view with everything removed but the walls


Where the upper level extends over the bottom areas (windowed room and hallway), I couldn't have a window on the upper level. I did make a window for one of the lower level rooms where there was nothing above it (bottom right, southeast corner of the building). If I had placed windows on the upper level at the front of the building (top of picture), they would have created problems. This would be an instance when the engine tries to display two levels at once and both levels get blurred out.
This phenomenon is known as the HOM effect: "Hall Of Mirrors "


stairwells || elevators || sloped sectors