schwerpunk
Senior Member

Posts: 1230
Registered: 05-12 |
Hm, a hub level really does sound like a cool idea, especially if you think you can make it work, gggmork. Would be neat to have to solve a puzzle, and seeing LightCrap change over time to reflect scripts triggered in other maps... Hm, hm, hm... this is starting to sound a little above my pay grade, so I'll let you tell me if that's feasible or not, then we can tentatively work around that.
We could always cheat, and instead of making it a true hub level, we could just copy-paste a new version of it between every other map(s). That way you could just copy over the scripts you want to remain unchanged, and modify/add whatever other ones you want. It would be a fake progression, so people could skip maps, and still be able to complete the miniWAD, so that's kind of a plus...
On the note of turning this into a mini-megaWAD with warps between levels, it might be useful to establish a stylistic standard for warps back to the hub, so players know where they're going. I've been using the following simple script to denote within-level teleporters, and I think it's pretty clear. Maybe we could set up something similar for to-hub warps.
code: script 1 OPEN
{
Sector_SetColor (15,0,0,255);
Light_Glow (15,255,112,8);
}
Perhaps it should be purely black & white, considering it's going to be the default among several levels, or perhaps it should cycle glowing through the three different colours, to differentiate it from any other coloured lighting that players might add to the their levels. (Although I really do like -- I think it was Membrain's -- idea of levels becoming increasingly colourless as they progress toward the end.)
Last edited by schwerpunk on 01-10-13 at 17:28
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