doomretro icon indicating copy to clipboard operation
doomretro copied to clipboard

New sector types

Open DeathEgg opened this issue 6 years ago • 6 comments

There's a few different ideas for sector types that might be of use to add to Doom Retro eventually...

There are sector types 6 and 15 which were intended for the original .exe but never implemented. They were listed in a design document as follows. I assume sector type 6 would just be the same crushing ceiling effect that's activated by a linedef, but it starts at the beginning of the map rather than needing to cross the linedef first. Sector type 15 might be too broad to decide on an implementation, however.

6 Crushing Ceiling 15 Ammo Creator

Original document: http://www.gamers.org/dhs/helpdocs/dmsp1666.html

~~Next up are these four from ZDoom and its derivatives when in Doom format. I have doubts Doom Retro will eventually support ZDoom maps in any fashion, but since these are the only four new sector types it might as well be added for some use.~~

~~21 Light_Phased~~ ~~22 LightSequenceStart~~ ~~23 LightSequenceSpecial1~~ ~~24 LightSequenceSpecial2~~

^^Already implemented

Lastly, it'd be useful to have a sector that causes instant death on contact. One level I'm making has the player scaling cliffs, and rather than having there just be an invisible wall to stop the player from falling it'd be better to have the player suffer the consequences of a mistimed jump. I'd rather not put a pit of lava with 10-20% damaging sector or something that's inescapable, especially as this is the opening level.

DeathEgg avatar Apr 11 '18 21:04 DeathEgg

I forgot to mention but those ZDoom sector specials are in Eternity as well.

DeathEgg avatar Apr 12 '18 07:04 DeathEgg

I implemented the 21 - 24 sector types a while ago. I just routed them through the standard light flashers - don't look at my code though 'cos it's almost certainly wrong. It was difficult from the docs to work out exactly what the flash sequence was. I used Herian2.wad maps 6, 10, 23 & 29 for testing.

jeffdoggett avatar Apr 12 '18 18:04 jeffdoggett

Thanks for the suggestion! What I'm also looking at doing is implementing all the Heretic and Hexen sector types as well.

bradharding avatar Apr 12 '18 19:04 bradharding

For sector special 15, how about add 1 ammo for the equipped weapon every 1 second when the player is in the sector?

bradharding avatar Apr 12 '18 20:04 bradharding

In Caverns of Darkness map 11 there is a sector type 19. Judging by the surroundings it looks like a healing sector.

jeffdoggett avatar Apr 12 '18 21:04 jeffdoggett

Interesting. It would be cool to see everything Caverns of Darkness added and see what could be reproduced, and if possible even support it in its entirety.

Also perhaps the ammo sector could drop one random small ammo for the player has from the ceiling every five/ten seconds? Would be really useful for conveyor belts.

DeathEgg avatar Apr 14 '18 04:04 DeathEgg