), ▁often ▁called ▁" se ctor ▁effect ors " ▁[ s ic ], ▁that , ▁when ▁given ▁special ▁tags ▁( numbers ▁with ▁defined ▁mean ings ), ▁would ▁allow ▁the ▁level ▁designer ▁to ▁construct ▁a ▁dynamic ▁world ; ▁similar ▁tag ▁information ▁could ▁be ▁given ▁to ▁the ▁sector ▁walls ▁and ▁floor ▁area ▁to ▁give ▁a ▁sector ▁special ▁characteristics . ▁For ▁example , ▁a ▁particular ▁sector ▁effect or ▁may ▁let ▁players ▁fall ▁through ▁the ▁floor ▁if ▁they ▁walk ▁over ▁it ▁and ▁tele port ▁them ▁to ▁another ▁sector ; ▁in ▁practice , ▁this ▁could ▁be ▁used ▁to ▁create ▁the ▁effect ▁of ▁falling ▁down ▁a ▁hole ▁to ▁a ▁bigger ▁room ▁or ▁creating ▁a ▁body ▁of ▁water ▁that ▁could ▁be ▁jump ed ▁into ▁to ▁explore ▁under water . ▁A ▁sector ▁could ▁be ▁given ▁a ▁tag ▁that ▁made ▁it ▁behave ▁like ▁an ▁elev ator ▁or ▁lift . ▁ ▁S ectors ▁could ▁overlap ▁one ▁another , ▁provided ▁they ▁could ▁not ▁be ▁seen ▁at ▁the ▁same ▁time ▁( if ▁two ▁over la pping ▁se ctors ▁were ▁seen ▁at ▁the ▁same ▁time , ▁a ▁cor rupted ▁display ▁resulted ). ▁This ▁allowed ▁the ▁design ers ▁to ▁create , ▁for ▁instance , ▁air ▁du ct s ▁that ▁appeared ▁to ▁extend ▁across ▁the ▁top ▁of ▁another ▁room ▁( how ever , ▁doing ▁so ▁could ▁be ▁tricky ▁for ▁design ers ▁due ▁to ▁the ▁ 2 D ▁view point ▁used ▁for ▁much ▁of ▁the ▁editing ▁process ). ▁This ▁allowed ▁the ▁design ers ▁to ▁create ▁world s ▁that ▁would ▁be ▁phys ically ▁impossible ▁( e . g . ▁a