DRL > Requests For Features

New Level Event: PORTALS!

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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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