Particle emitters.
They would add not only a lot of scenery, but some hazards and obstacles.
There would be several pre-set particle emitter THINGs, and one for custom particle emitters.
A set of small/medium/large steam-ish particle emitters to place at the bottom of waterfalls...
A falling leaves particle emitter, to put on the bottom of tree FOFs...
A gasous purple transparent cloud emitter for slime...
A bunch of little zooming transparent clouds to simulate wind... For windy sectors...
A laser shooter...
And the like.
And now, the fun part. Explaining how the custom particle emitter would work.
Place a custom particle emitter in the map.
Then, make a lump, named EM01000. EM would stand for Emitter. The first 2 numbers would be the map number. The last 3 would be the emitter's angle.
In this lump, we place the particle emitter info. One could use the following variables...
- RANGEX/Y/Z would set the range within which the particles would spawn on the X/Y/Z axis. One would put in 2 numbers, and it would randomize between the 2 numbers to pick where it would spawn.
RANGEX = 64 -64
RANGEY = 0 128
RANGEZ = 0 0
would spawn it within a 128 unit range around the emitter, a 128 range north of the emitter, and always on the same Z height as the emitter.
- FORCEX/Y/Z would set the momentum in the X axis the particle starts in. Set in a MIN MAX manner.
FORCEX = 50 50
FORCEY = 0 0
FORCEZ = -100 100
would start the particles going at a speed of 50 in the eastward direction, going either up or down at a speed of up to 100.
- SPDCHANGEX/Y/Z would set the rate at which the particle's speed changes. Set in a MIN MAX manner.
FORCEX = -50 -50
FORCEY = 0 0
FORCEZ = 0 0
SPDCHANGEX = 1 2
SPDCHANGEY = 0
SPDCHANGEZ = -1 -1
would make the particle start out moving westerly at a speed of 50, but degrade in speed by 1 to 2 per tic, eventually beginning to move easterly. And it would fall at a flat rate of 1 per tic.
- SPAWNRATE would set how many particles would spawn per second. If set in negatives, it would instead be how many seconds per spawn.
- LIFESPAN would set how long in tics the particles live for before being removed, in a MIN MAX manner.
would give the particles a lifespan of between 1 and 2 seconds.
- PARTICLE would set the graphic of the particle spawned.
- COLOR sets the color of the particle, Provided that the particle is green. Like, a player color.
- DAMAGE would set whether or not the particles may damage the player, and type of damage.
0 = No damage.
1 = Normal damage.
2 = Fire damage.
3 = Electric damage.
4 = Slime damage.
5 = Super damage. (Will stall Super Sonic)
Aaaaaand there's the longest suggestion ever. Hopefully, it's not impossible.
And not complex enough to scare SSNTails away.