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

Make fake spawns for d1_town_02, and d2_coast_07 #15

Open
Pinsplash opened this issue Apr 15, 2023 · 0 comments
Open

Make fake spawns for d1_town_02, and d2_coast_07 #15

Pinsplash opened this issue Apr 15, 2023 · 0 comments
Labels
enhancement New feature or request

Comments

@Pinsplash
Copy link
Owner

Pinsplash commented Apr 15, 2023

In normal play, d1_town_02 or d2_coast_07 are entered twice, from different places. This is a problem for the effect Restart Level, because if the player is on d1_town_02 or d2_coast_07, they would have to go through both d1_town_02 AND d1_town_03 or d2_coast_07 AND d2_coast_08 again, which is too harsh. For d1_town_02, we'd rather spawn at the staircase close to d1_town_03. For d2_coast_07, we'd rather spawn at the door to the bridge with the forcefield already turned off.

The process for fixing up spawns has been established, I just need to devise a foolproof way to detect which map the player came from.

@Pinsplash Pinsplash added the enhancement New feature or request label Apr 15, 2023
@Pinsplash Pinsplash changed the title Make fake spawns for d1_town_02 and d2_coast_07 Make fake spawns for d1_town_02, d2_coast_07, and d2_coast_08 Jun 8, 2023
@Pinsplash Pinsplash changed the title Make fake spawns for d1_town_02, d2_coast_07, and d2_coast_08 Make fake spawns for d1_town_02, and d2_coast_07 Jun 8, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request
Projects
None yet
Development

No branches or pull requests

1 participant