Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

MAPS: Updated start map with skill select and more #232

Merged
merged 2 commits into from
Nov 9, 2024

Conversation

Zungrysoft
Copy link
Collaborator

@Zungrysoft Zungrysoft commented Nov 8, 2024

Description of Changes


Updated the start map to have all of the things a start map should. (As well as a few LQ-specific things.) This is purely a functional update. The map is still undetailed and temp, obviously. Hopefully this can be used as a template for the completed start map, whenever that gets made.

  • Added skill select (including a separate hallway for Nightmare)
  • Moved dev teleporter further back to make it harder to go into accidentally.
  • Moved Episode 0 gate to a separate hallway.
  • Locked Episode 0 gate until the player has collected at least one rune. (This is a technical requirement. If the player returns to the start map without having collected any runes, the game will not take away their weapons. Since Episode 0 doesn't have a rune, the solution is to prevent the player from entering the episode until they have one.)
  • Added end map gate which is locked until the player has collected every rune.
  • Added func_episodegate entities to the gates to prevent the player from accidentally re-entering episodes they have already completed.
  • Added a deathmatch episode gate. It only appears in deathmatch and links to lqdm1.
  • Added coop and deathmatch spawns.
  • Added info_player_start2.
  • Added intermission cam. (For deathmatch)
  • Added map name. ("Episode Select")

Visual Sample


fte-20241107230505-0
fte-20241107201420-0
fte-20241107201424-0
fte-20241107201431-0
fte-20241107201438-0

Checklist


  • I have read the LibreQuake contribution guidelines
  • I have thoroughly tested my changes to the best of my ability
  • I confirm I have not contributed anything that would impact LibreQuake's licensing and usage
  • This Pull Request fixes a critical issue that should be reviewed and merged as soon as possible

@Zungrysoft
Copy link
Collaborator Author

Marked as critical because I would like to get this into the next release.

@lavenderdotpet
Copy link
Owner

lavenderdotpet commented Nov 8, 2024

I don't like that episode 0 is locked behind a rune
is there no way to take a way the weapons?
maybe just move episode to the right end

we prob should change the name of episode 0

@lavenderdotpet
Copy link
Owner

lavenderdotpet commented Nov 8, 2024

also why get rid of the coloured lights from the portals

gonna check it out when I get home

@Zungrysoft
Copy link
Collaborator Author

I don't like that episode 0 is locked behind a rune
is there no way to take a way the weapons?
maybe just move episode to the right end

No way that I can find. The game checks if the map is start and that player has at least one rune. As far as I know, there is no other way to take away the player's items in the vanilla progs.

@Zungrysoft
Copy link
Collaborator Author

also why get rid of the coloured lights from the portals

Whoops. That was a mistake. I've reverted that change.

@lavenderdotpet
Copy link
Owner

I don't like that episode 0 is locked behind a rune
is there no way to take a way the weapons?
maybe just move episode to the right end

No way that I can find. The game checks if the map is start and that player has at least one rune. As far as I know, there is no other way to take away the player's items in the vanilla progs.

hmm I rather it just be at the end after 4 then

@Zungrysoft
Copy link
Collaborator Author

hmm I rather it just be at the end after 4 then

So you want me to lock it behind the same gate as the end map?

@lavenderdotpet
Copy link
Owner

hmm I rather it just be at the end after 4 then

So you want me to lock it behind the same gate as the end map?

no like unlocked and just placed next to the 4 portal maybe also replace the 0 with win or dos

@Zungrysoft
Copy link
Collaborator Author

Zungrysoft commented Nov 8, 2024

no like unlocked and just placed next to the 4 portal maybe also replace the 0 with win or dos

Well that doesn't solve the problem. If the portal is unlocked, the player could still choose to play that episode first and then go into another episode with every single weapon unlocked, which those episodes were not balanced for. It would be a confusing thing the for the player if they got to keep all of their weapons the first time they moved to the next episode, but didn't get to keep their weapons any other time.

The way I see it is, if the player is playing LibreQuake for the first time, they shouldn't be playing Episode 0 first anyway. And more advanced players will know how to noclip past the gate or just select e0m1 from the console if they just want to play episode 0 on its own. It's an annoyance, but I don't see any other solution.

@lavenderdotpet
Copy link
Owner

no like unlocked and just placed next to the 4 portal maybe also replace the 0 with win or dos

Well that doesn't solve the problem. If the portal is unlocked, the player could still choose to play that episode first and then go into another episode with every single weapon unlocked, which those episodes were not balanced for. It would be a confusing thing the for the player if they got to keep all of their weapons the first time they moved to the next episode, but didn't get to keep their weapons any other time.

The way I see it is, if the player is playing LibreQuake for the first time, they shouldn't be playing Episode 0 first anyway. And more advanced players will know how to noclip past the gate or just select e0m1 from the console if they just want to play episode 0 on its own. It's an annoyance, but I don't see any other solution.

ok well we can do it for now I still wanna try to see if there's any other way to do it later down the line

Copy link
Collaborator

@Nolcoz Nolcoz left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I think its good. I think its better this way were you only need one rune for e0 instead of 4. It is kinda sad we cant have it so you could do e0 first.

@RandomBrushes RandomBrushes self-assigned this Nov 9, 2024
Copy link
Collaborator

@RandomBrushes RandomBrushes left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks, indeed, good to me

@RandomBrushes RandomBrushes merged commit 739dec7 into main Nov 9, 2024
12 checks passed
@lavenderdotpet
Copy link
Owner

lavenderdotpet commented Nov 9, 2024

oh @RandomBrushes i wanted to test this out first
its fine tho

@RandomBrushes
Copy link
Collaborator

oh @RandomBrushes i wanted to test this out first its fine tho

Oh, sorry, I didn't notice your earlier comment.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants