Randomized Roguelike map - v3 (Upd. 17/2/19)

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Re: Randomized Roguelike map - v1 (Upd. 17/2/19)

Postby Solid-Head » Sun Apr 14, 2019 7:28 pm

With TDRR approval, I've decided to release this here. Its a modify version of the map with the purpose to create a pretty randomized outdoor area.
The goal is the same, find all three keys and exit the map via the teleporter. The map also have a demonic gate that will spawn enemies indefinitely.
So far there is 14 different themes, pack with random vegetation, colors and brightness variation. Monster also spawn based on a theme.
Spoiler:

Download link:
https://www.mediafire.com/file/j772kj4sjk4xdvg/16x32RandomMap2.wad/file

WARNING GAME BREAKING BUG:
The keys sometime spawn on top of a raised sector. Not too sure what flag to add the actor to prevent this.

This was design in mind with:
Doom Roguelike Arsenal by Yholl
https://forum.zdoom.org/viewtopic.php?f=43&t=37044
Colorful Hell By Hege Cactus
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&hilit=colorful+hell

Credit:
Spoiler:
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Solid-Head
 
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Re: Randomized Roguelike map - v1 (Upd. 17/2/19)

Postby Beed28 » Mon Apr 15, 2019 7:53 am

This may be what's causing the key to spawn inside a wall/raised sector, this is the first few lines of code for the actor that distributes the keys across the map:
Spoiler:


It seems it starts moving the moment the map loads and before the script that closes up the walls runs, and hence it gets stuck and renders the map unbeatable.

Adding a single wait tic before it calls any A_Wander function to it seems to fix it, after much testing:
Spoiler:


Hopefully this helps!
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Beed28
Making entire worlds bounce up and down.
 
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Re: Randomized Roguelike map - v1 (Upd. 17/2/19)

Postby TDRR » Mon Apr 15, 2019 9:56 am

Beed28 wrote:This may be what's causing the key to spawn inside a wall/raised sector, this is the first few lines of code for the actor that distributes the keys across the map:
Spoiler:


It seems it starts moving the moment the map loads and before the script that closes up the walls runs, and hence it gets stuck and renders the map unbeatable.

Adding a single wait tic before it calls any A_Wander function to it seems to fix it, after much testing:
Spoiler:


Hopefully this helps!


I already knew this, but i completely forgot about uploading the fix, sorry! (Althrough i put a 2-tic delay just in case)
https://www.mediafire.com/file/p33motyt ... 3.zip/file
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