I'm trying to make a small basic level that acts as an access hub to Doom's individual episodes. Entering the teleporter to that particular episode is a one way trip, so don't expect to come back to this hub level unless you use console commands.
I already have the level built mostly (ZDoom in Doom format), and I just wanted to know what exact attributes needed to make it a hub.
Creating A Basic "One-Way" Hub.
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
Re: Creating A Basic "One-Way" Hub.
This is a tutorial on creating hubs.
To make the hub "one-way" only, simply don't have a Teleport_NewMap special in any of the start maps of the episodes that returns the player to the hub.
To make the hub "one-way" only, simply don't have a Teleport_NewMap special in any of the start maps of the episodes that returns the player to the hub.
Re: Creating A Basic "One-Way" Hub.
If you're not going back, why do you want it to be a "hub"?
The purpose of a hub is to maintain the state of all levels within the hub as long as you remain in that hub. If you're not going back to a level, you don't need the state of that level anymore; it will never be used.
Will the player, in your design, ever visit the same level twice? In such a case, do you want that level to start fresh (as created in the map editor) or continue from the state the player left it in? If you want it to continue from the state the player left it in, that level and all levels the player visits inbetween, must be part of the same hub, and all these levels will remain loaded until the player visits some other level (not part of the hub).
The purpose of a hub is to maintain the state of all levels within the hub as long as you remain in that hub. If you're not going back to a level, you don't need the state of that level anymore; it will never be used.
Will the player, in your design, ever visit the same level twice? In such a case, do you want that level to start fresh (as created in the map editor) or continue from the state the player left it in? If you want it to continue from the state the player left it in, that level and all levels the player visits inbetween, must be part of the same hub, and all these levels will remain loaded until the player visits some other level (not part of the hub).
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
Re: Creating A Basic "One-Way" Hub.
It's a one time cheat level with access to each of the for original Doom episodes. It's designed to be one time for episode selection. Although, would it be possible to have a hub that works similar to Quake, where beating an episode takes you back to the hub and and makes that episode inaccessible?
Right now, it's more of an experiment than anything.
Right now, it's more of an experiment than anything.
-
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: Creating A Basic "One-Way" Hub.
You can use [wiki]GetLevelInfo[/wiki] to determine what map you are on, and if it's an end-of-episode map, then you can block access to that episode from within this "secret", hub map when you return to it.