DRL > Requests For Features
New Level Event: PORTALS!
yaflhdztioxo:
Here's an example of a 'teleporter' level as described by the topic poster. It contains a static level (since modders don't have access to the level generation features yet) that I copied from an earlier run and litters it with random teleporters. About 120 to be exact.
It's to give you an idea of what this room type *could* be like. As such it was hacked together a bit more clumsily :). There are a few issues; I didn't spawn monsters which carry things due to the item limit, and they don't *quite* activate teleporters correctly. There's also a lot of 'You hear an explosion' spam but I don't think that's my fault.
Overall it's a pleasant level. Teleporters aren't an overbearing feature; they're more like a tool to help you escape from enemies or occasionally surprised by them. A minor inconvenience, and sometimes an asset. Overall I feel it's a good 'rare' room type, and with some of the modding changes that are reportedly already implemented, a 'proper' design that doesn't have any of the limitations I mentioned will be possible in the future.
Play long enough and you'll probably notice a pattern in the teleporter generation (a logical one; it means no impossible levels with little computational cost). Oh; there's a 'secret' teleporter that exits the level (presumably to go somewhere special) in addition to the stairs. And if you get TOO annoyed with the teleporters I marked them. Doomguy must have a sixth sense because he won't just run into a teleporter... But play it properly the first time and see what you think.
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