Suggestions

* Editor Things "Object enters sector" , "Object Hits floor" and "Object Hits ceiling" (Similar to the ones used in ZDoom) .
I've never mapped from ZDoom, but going by the names of those objects, they sound redundant since we have linedef executors and all.

* Linedef effect "Walkable middle texture" To make it easier to create Bridges, Fences .. etc with simply some middle textures .
Already present in development builds and being used in development maps.
 
I've never mapped from ZDoom, but going by the names of those objects, they sound redundant since we have linedef executors and all.
Actually these things do what they refer to, They're easier to use too and More specific , They Activate a special action when the Object Enters Sector, Hits Floor, Hits Ceiling, Leaves Sector ... etc (The action is defined in the Object Properities itself) :
Code:
Sector Action Things There are eleven total of these 
and each will execute their attached special when a certain 
action occurs.  Here's a list: 
 
[LIST]
[*][URL="http://zdoom.org/wiki/Classes:SecActEnter"]Actor Enters Sector[/URL] - (DoomEdNum 9998)
[*][URL="http://zdoom.org/wiki/Classes:SecActHitCeil"]Actor Hits Ceiling[/URL] - (DoomEdNum 9996)
[*][URL="http://zdoom.org/wiki/Classes:SecActHitFakeFloor"]Actor Hits Fake Floor[/URL] - (DoomEdNum 9989)
[*][URL="http://zdoom.org/wiki/Classes:SecActHitFloor"]Actor Hits Floor[/URL] - (DoomEdNum 9999)
[*][URL="http://zdoom.org/wiki/Classes:SecActExit"]Actor Leaves Sector[/URL] - (DoomEdNum 9997)
[*][URL="http://zdoom.org/wiki/Classes:SecActEyesAboveC"]Eyes Go Above Fake Ceiling[/URL] - (DoomEdNum 9982)
[*][URL="http://zdoom.org/wiki/Classes:SecActEyesSurface"]Eyes Go Above Fake Floor[/URL] - (DoomEdNum 9992)
[*][URL="http://zdoom.org/wiki/Classes:SecActEyesBelowC"]Eyes Go Below Fake Ceiling[/URL] - (DoomEdNum 9983)
[*][URL="http://zdoom.org/wiki/Classes:SecActEyesDive"]Eyes Go Below Fake Floor[/URL] - (DoomEdNum 9993)
[*][URL="http://zdoom.org/wiki/Classes:SecActUse"]Player Uses Sector[/URL] - (DoomEdNum 9995)
[*][URL="http://zdoom.org/wiki/Classes:SecActUseWall"]Player Uses Wall[/URL] - (DoomEdNum 9994)
[/LIST]
Already present in development builds and being used in development maps.
Great, will it be available in 2.2 ?
 
I don't think we've ever withheld anything smaller than a half-finished map from a release. When something small like that is done, it goes in the next version.

Your objects, by the way, are definitely redundant. Learn to use Linedef Executor sector and Linedef types, there's plenty of resources out there and experimenting won't hurt you.
 
Last edited:
I know I talked about this pages back, but I want to put a little detail. I said y'all could add soundtracks to unlock by beating the game first time. Furthermore, the soundtrack could contain the list of music to play like I want to play "Doomship" in Techno Hill zone instead of scanning through "tune" commands in the console to find it.
 
Last edited:
A match attack that you can either turn on or off.
So the idea is that you press the mapped key (this is a seperate action from Spin Dash) near another Match player, and then you do a spin-dash thing in circles around them quickly while rapidly tapping the button. When it's done, the person you did it to is disoriented and more vulnerable to attacks.
It does not work if you have a shield, invincibility or any other powerups.
It should also work in CTF, and all the other gametypes that have combat involved.
 
Last edited:
Yeah and, got an idea when playing through a few levels out of boredom. I know there are variables to turn off Speedshoes and Super music in the level header. So can you, please, please add in other tunes that break the stage music (drowning, 1-up, etc)? And possibly take it to the game options so it can be flicked on and off.
 
Yeah and, got an idea when playing through a few levels out of boredom. I know there are variables to turn off Speedshoes and Super music in the level header. So can you, please, please add in other tunes that break the stage music (drowning, 1-up, etc)? And possibly take it to the game options so it can be flicked on and off.

1-up can already do that, with Use1UpSound in the MAINCFG. Drowning though I agree with, since Space Countdown already does that, it'd be nice to have it for underwater as well.
 
Get rid of thoking. It's cheating in race mode. Replace it with a homing attack.
Bad Idea, as the player will instinctively try to use the main ability for the character (in this case, Sonic). And if the Thok was disabled, then heck, then why not disable everyone's ability and match up their speeds to be the same? Because it wouldn't be the same as the main game. Besides, I think the Thok should be replaced with the Jump Thok, which was made a while back by Wolfy and is more balanced for speed and platforming.

As a side note, both Tails and Knuckles have abilities that help with tricky jumps, so giving Sonic the Jump Thok would be a win-win scenario, as the Thok is currently just a glorified instant mid-air Spin Dash at full speed.
 
Last edited:
* We cannot change Port for servers we start .
* The Master server went down a few minutes ago and i was unable to reconnect to the last server i was in because I Got kicked with a message saying "synch failure" , "Reconnect" command would be very useful in similar situations .
* Intermission timer isn't saved to "config.cfg" .
 
Not only CEZ, any level using weather setting , OpenGL doesn't show weather effects for some reason (No matter if it was rain or snow), i guess that's a bug ?
 
No, it's just because it kills framerate, unless I remember the wrong things?
 
Would be better to have it above "server name" gape .
Changing the port is an advanced setting that doesn't need to be changed except under unusual circumstances and makes it more difficult for others to connect to you. Leaving it as a command-line option is better than putting it in an easily-accessible place for people who don't know what they're doing to break things with.
 

Who is viewing this thread (Total: 2, Members: 0, Guests: 2)

Back
Top