DRL > Requests For Features
New Level Event: PORTALS!
Deathwind:
--- Quote from: Tavana on January 05, 2011, 01:24 ---Reminds me of a particular level in ADOM leading up to getting into the Assassin's Guild.
--- End quote ---
Yeah, and wasn't that level one of the most annoying places in ADOM? And that's not even counting the fact it's a high corruption zone. sorry, it's the level BELOW it that is...
In DoomRL as it is now, this sounds like it would be a death trap. When you step in a trap they get to take a potshot at you before you go (test in the spider's lair if you don't believe me).
Maybe if you remove the 1 second delay for teleporting from a still hidden trap...
yaflhdztioxo:
I liked that level...
And I like my level too!
Unfortunately there's a hard limit of about 120 or so items on the floor at a time, and teleporters count as items (a shame since the level is best with about 500). If any modders know how to move the player directly than I can work around that. Lastly, this level helps to illustrate just how annoying hidden teleporters can be, but they certainly aren't limited to blank rooms. With a few minor tweaks the teleporter generator could be made to work in mazes, city levels, and lava pits--teleporting the player into lava being optional.
ZZ:
I thought it would be annoying, but with the example I see - it would be really cool. Maybe if we add monsters into the level it would be the death trap, so it will need some balancing, but still, it's great level.
Also, 120 is a good amount. 500 would be too much I suppose. And it would be cooler if teleporters would stay hidden. It would be even more a death trap if we add monsters, but it would more fit into the level message, given in the first post.
Simon-v:
The prototype is awesome.
Just add some non-littering monsters and some loot instead some of the teleporters and let them free roam and avoid the teleporters (easy with the hazard flag) and a more-or-less obvious exit and we're good to go.
yaflhdztioxo:
Okay, maybe I'm a bit more masochistic with my teleporters for wanting 500...
ZZ: The teleporters could stay hidden, but only if I defined them to be the same color and character as a regular floor tile, which is less than ideal in a real level. Alternatively, if someone knows how to move beings in Lua, the reliance on teleporter items can be removed, and all sorts of fun things can be done.
I'll think I'll try applying the code to a 'real' level to see how it would work with monsters.
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