an attempt at combining shader overrender quirks with poly traversal bugs to make a sort of bridge. you can walk both on and under the tightrope, although walking on it requires some practice.

to my dismay, this technique wasn't as scalable as I had originally thought, because there are a couple more poly traversal bugs I didn't know about that threw a wrench in the works. I tried to put a short overhang on both sides of the rope .5wu apart to force the player into a channel so they could walk across with ease. this works, but invokes a different bug where if you walk under the rope, the engine gets confused about collision detection and sometimes you get stuck because it thinks you're bumping your head on the overhang. also sometimes you get sucked up on top of the rope. it seems to depend on your angle and speed and is tough to reliably prevent or exploit. I also tried various combinations of solid lines and transparent textures to invoke other poly traversal bugs, but after messing with it for some time I came to the conclusion that the bugs were mutually exclusive and there was no real way to make this work acceptably.

the version presented here is the most primitive and stable one with no overhangs, no solid lines or transparent textures, and a single rope.