Feature #1369
Dynamic map lists (episode structure)
Description
I'd like to see dynamic map lists available and full
support for more than 32 maps in jDoom (so it would be
possible to make extra long episodes or specially
organized episodes without having to modify the game
DLL and/or the wads).
E.g., a DED with a list which forces Doom II map 01
standard exits to progress to map 05 (instead of map
02), and map 01 secret exits to map 06 (instead of 31/32).
Labels: Scripting
Related issues
History
#1 Updated by skyjake about 11 years ago
- Tags set to Mod, Definitions
- Category set to Redesign
- Priority changed from Normal to High
There should be a way to specify the map/hub progression in a completely unlimited way using definitions.
This could be part of the game rules.
#2 Updated by skyjake about 11 years ago
- Subject changed from Dynamic map lists to Dynamic map lists (episode structure)
#3 Updated by skyjake about 11 years ago
Note that multiplayer map cycling should use the same underlying mechanism as the regular map progression, the difference being that the latter is usually quite fixed (secret maps nonwithstanding).
#4 Updated by danij about 11 years ago
The same mechanism should also integrate Hexen's concept of "hubs" alongside Doom's "episodes". Conceptually the two are quite similar and I believe we once discussed modelling an episode as a hub internally.
However one should note that currently the map cycle allows one to jump to any map from any other (progression and episode/hub collation be damned). Clearly if one changes hub in Hexen then a new game session must be started.
Consequently I'm now thinking that a map cycling which spans multiple episodes/hubs is actually a special case game mode in and of itself.
#5 Updated by danij almost 10 years ago
- Status changed from New to Resolved
- Assignee set to danij
- Target version set to 1.15
- % Done changed from 0 to 100
#6 Updated by danij almost 10 years ago
- Status changed from Resolved to Closed