Safe zone / HQ map or mod?

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Netheritor
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Joined: Tue Dec 03, 2019 5:22 am

Safe zone / HQ map or mod?

Post by Netheritor »

Anyone know a mod or map that have safe zone? OR any game mechanics that can transport you to said safe zone (maybe creating one)?

The mods example that I know is: HQ in "Stronghold on the edge of chaos"; HQ in "Doom RPG"; and serpent RPG mechanics mod that has 3 shops for hexen, the full mod is called "serpent resurrection".
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Dynamo
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Re: Safe zone / HQ map or mod?

Post by Dynamo »

I'm confused. Did you just answer your own question?

If what you're asking is whether this can be done on any map on the fly without editing them, the answer is no.
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Sgt. Shivers
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Re: Safe zone / HQ map or mod?

Post by Sgt. Shivers »

I think Netheritor is looking for other mods with safe zones / HQs.

It might be possible to make a universal store/HQ mod, just give the player an inventory item on spawn that when activated sends the player to a unique map that's part of the add-on mod. The tricky part would probably be remembering what map the player was on before they activated it so the game could send them back there when they're done.
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m8f
 
 
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Re: Safe zone / HQ map or mod?

Post by m8f »



Something quickly thrown together. Press a key to go to the HQ, press another key to go back, or use normal exit in HQ.

A catch: the "HQ" map must be defined in the same cluster as the map from which you go to HQ, otherwise the state is not saved and a clustertext is displayed.

If anybody is interested in creating an actual HQ map, I can help with setting up scripts for a HQ mod.
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StroggVorbis
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Re: Safe zone / HQ map or mod?

Post by StroggVorbis »

@m8f it would be cool if map-placed items you didn't or couldn't pick up get transported to the HQ after finishing a level. This way you can stock up on health and ammo if needed.
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axredneck
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Re: Safe zone / HQ map or mod?

Post by axredneck »

Prodoomer has such place
Netheritor
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Re: Safe zone / HQ map or mod?

Post by Netheritor »

Yes, I want to find mods or maps that has HQ beside the one I mentioned.

Also, thanks for anyone who give advice on how to transport yourself to the HQ. Even though I'm not modder or map maker.

And honestly, I even forgot I create this topic.
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Pega6us
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Re: Safe zone / HQ map or mod?

Post by Pega6us »

Hi, first of all thanks for your patience, I did not know where to contact for a question.
I wanted to use this mod for one of my projects, but I wanted to teleport through a portal, upon activation.The problem is that I cannot do this action via decorate or zscript. Can you help me? Thank you
Netheritor
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Re: Safe zone / HQ map or mod?

Post by Netheritor »

Pega6us wrote: Wed Jul 06, 2022 12:34 pm Hi, first of all thanks for your patience, I did not know where to contact for a question.
I wanted to use this mod for one of my projects, but I wanted to teleport through a portal, upon activation.The problem is that I cannot do this action via decorate or zscript. Can you help me? Thank you
I... Can't help you. Sorry. But I'm not a modder. Hell, I'm not even a mapper. Like I said above, I even forget this topic I created even exist.
The reason I come back here is; I downloaded your mod from moddb Pega6us. 2 Years, and someone created mod based on my question. Seems weird that your mod seems familiar to me, it's my own topic.
Originally, I asked the question of the topic because I can't happily play with doomrpg mod. Then asked if someone know another mod that transport you to the safe place but still retain the progress of previous map, probably with an inventory or hotkey. Doomrpg just... completed the map and it just restarted from the beginning. Also, who know if I become a mapper in the future.

I have another idea but... I don't think gzdoom can even create my idea. It's base building.
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Pega6us
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Re: Safe zone / HQ map or mod?

Post by Pega6us »

Thank you for your reply, and thank you because without your post my mod wouldn't exist. I can answer your map restart problem. "The Portals" does not work with doom 1 (and I have to understand why) and that is when you come back you start from the beginning ... the same problem occurs if Portals is not the first mod to be loaded in the Load order. I hope I was helpful
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