sluggard
Formerly "RomioTheBadass"
There are many Doom sourceports able to do it, Not to mention some of SRB2 exe mods so why not SRB2 ?That might be a doom limitation though, it was probably suggested tons of times with no actual solution in mind.
There are many Doom sourceports able to do it, Not to mention some of SRB2 exe mods so why not SRB2 ?That might be a doom limitation though, it was probably suggested tons of times with no actual solution in mind.
One thing that bugs me is the transitions between Greenflower Act 1 and Greenflower Act 2, as well as Egg Rock Act 1 and Egg Rock Act 2.
For Greenflower, you're essentially going from the end of a grassy field to the start of a grassy canyon.
For Egg Rock, you go from a hallway to an upside-down elevator.
The transitions between Act 1 and Act 2 of other zones make a bit more sense:
- Techno Hill Zone: Ends off in a factory, starts in said factory.
- Deep Sea Zone: Ends off in a small tunnel, starts in basically what could be the end of said tunnel.
- Castle Eggman Zone: Ends off by entering the castle, starts in the castle.
What I would recommend doing to make the transitions seem a bit more smooth:
- Greenflower Zone: Make the walls at the end taller.
- Techno Hill Zone: While I am already satisfied with the transiton between Act 1 and Act 2, it could be improved a bit. Perhaps add buildings in the background near the end?
- Egg Rock Zone: Have Act 1 end in or just outside an elevator.
This was one of my big pet peeves about 2.0 and I'm the one who removed those. It wasn't just multiplayer as much as to help keep our game internally consistent. When you see an end-level sign, that's the end of the stage. There's no vague question about the game's rules and where the level will end anymore.I dunno if these were removed to make more sense in multiplayer, but it sure seems like a valid reason.
ERZ1 also has a solid wall blocking you off. Spindash and it's easy to see it. That exit is a quirk of how we were planning on making an expansion there but decided against it.I understand it might be a pain to change the transitions every time a new zone or level is added, but if I may make a suggestion, I think you should do it like in ERZ act 1. You don't have to show bits of the next level but I'd like it if it weren't just closed off with no way of escape.
Alright, here is a suggestion I went over on the IRC today.
Support for Lua to create variables/tables to be used and modified by other scripts
This might sound odd, but this would allow for cross mod compatibility. To use my own wad, second color, as an example, other people would be able to include a snippet of code in their own character wads that would allow it to function without the primary second color, while still being compatible with both it and any other character wads that would do the same thing. Another example would be adding tables containing enemies in levels so that if something like Kirby is added, it can use those abilities.