RjRandom2 - Random Rocket jumping 2
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RjRandom2 - Random Rocket jumping 2
=========================================================================== Archive Maintainer : n/a Update to : rjrandom2_v17.wad Advanced engine needed : ZDaemon 1.09 b26 Primary purpose : Single+Coop rocket jumping =========================================================================== Title : RjRandom2 - Random Rocket jumping 2 Filename : rjrandom2_v18.wad Release date : 05.04.2012 Author : worst-vd-plas Other Files By Author : wsnakes_v15 rjmazev3 rjrandom_v6 .. Description : A rocketjump map, with a-mazing rocket jump layout. Change the seed, for a different challenge each time :P Additional Credits to : id Software - Doom Action Forms Ltd. - A bunch of Chasm: the Rift Textures Raven Software - Some hexen 2 textures 'Ambrozia' track by Jogeir Liljedahl & Scorpik Pulse / Noiseless Nick Baker - Some textures from 'Recoloured Doom and Doom 2 textures v2' and 'NiGHTMARE texture WAD 1' texture packs. EarthQuake - A whole lot of great textures for the Funkflux and RJSpace theme, Designed an awesome statistics screen for this, and came up with two hundred words for the new seed names. Also made an epic title/interpic! Krawa - Hosting a server for the wad, thanks! :D AF-Domains - Hosting another server for the wad, thanks! :D Scuba Steve - Some textures from Ghostbusters TC, downloaded from Realm 667 3D Realms - Some Duke Nukem 3D textures TeamTNT - Some plutonia textures =========================================================================== * What is included * New levels : 1 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : Yes Other files required : Nope * Play Information * Game : DOOM2 Map # : Map02 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Not implemented Other game styles : Just rocket jumping. Difficulty Settings : Affects some stuff, scroll down for more info. * Construction * Base : Based on my old rjrandom. Build Time : Almost a year now. Editor(s) used : Slade3, (Slumped), Doombuilder, notepad++.. Known Bugs : None yet for this version! May Not Run With : non-biased ports Tested With : ZDaemon 1.09 b26 * More Information * v18: - Greatly reduced amount of things in the map: from 2142 to 59 things. Triggers, teleport destinations and mapspots, etc. are now spawned on the fly, and only where needed. - Made it possible to reset to a previous checkpoint, by pressing use next to one. - Cleaned the code somewhat, but kept the old layots still working the same for this version. - Partial scripted inventory reset when entering the map. This allows disabling the inventory reset dmflag, while still possibly keeping some items from the last map. (Items that are removed: PlasmaRifle, GreenCard, Points). v17: On easier skill levels, some layouts had more checkpoints than the code supported, resulting in broken checkpoints. This shouldn't happen anymore, as I increased the checkpoint limit. Implemented an awesome statistic display designed by EarthQuake, which is at the end of the map. v16: Some huge layouts could reach the height limit on the map too early and produce rather broken flat tops. Now any map that goes past the height limit, will get scaled down to fit within the limit. v15: New version for ZDaemon 1.09 beta. -The maximum grid size has been doubled; Layouts can now be as big as 32x32 cells. -The size of each layout is randomized based on the seed. -Mode switch is gone, and the mode is based on the seed aswell now. -The Grid is made of totally square sectors now; Less funny random bumps in this version. -The theme is also based on the seed now. -A new 'RJSpace' theme by EarthQuake! -There's new lighting code for the layouts, which is randomized a bit, and also based on the seed. -change in the maze generation jump logic, now a jump might not lead you to a higher block, but a lower one. -Due to too many changes to list, old seed values no longer produce the same layouts in this version as they did in the previous one. v14: added a new theme with some plutonia textures. Rocket explosion thrust should now work normally in zdoom/st. v13: added 'scaled' mode, makes shorter, more flat maps. tweaked around the thing numbers.. might reduce issues online. Added a city theme. v12: added skill settings that affect exiting & checkpoints. v11: fixed selecting a random theme. Added skulltag/zdoom support. v10: fixed flats on reconnect. Added a hexen2 theme. Placed a limit on repeated directions when carving the maze. v9: reduced amount of things.. hopefully themes work online now. v8: major changes in maze generation logic (As a result old seed values no longer work..). Includes diagonal steps/jumps now. A new random theme system has been added, includes a awesome theme by EarthQuake :P v7: added training area, extra area, and two exit switches. v6: changed checkpoints to only trigger when they're further than your latest checkpoint. Made exiting the map easier, depending on the skill level. Added armorbonuses. v5: added checkpoints! v4: changed some stuff... seems to work ok on lan. hopefully no problems will arise :S v3: reduced thingcount from 1822 to 543.. hopefully this helps with the texture issue. v2: fixed texture problem for players that connect later. v1: this version was never released, but worked fine except for issue that has been fixed in v2. in-progress: -bonuses -extra areas -more themes -skill settings to-do: -more different type of jumps -etc. other stuff: puke 500 x <- sets the skybox (x = 0-4) puke 550 x <- forces a theme (must be set before generating the layout) (x = 1-8) puke 600 <- toggle debug display when generating the layout. Theme numbers are: 1 - mish-mash Theme 2 - Funkflux Theme 3 - Hell Theme 4 - Iceberg Theme 5 - Island Ruins Theme 6 - Skyscraper city Theme 7 - Plutonia Theme 8 - RJSpace Theme Skill levels affect how many players it takes to exit the map, and how many checkpoints the map will have. 0 - I'm too young to die - Checkpoints very very often. Requires that every player reaches the exit. 1 - Hey, not too rough - Checkpoints very often. Requires that 50% of the players reaches the exit. 2 - Hurt me plenty - Checkpoints rather often. Requires that 30% of the players reaches the exit. 3 - Ultra-Violence - Checkpoints less often. Requires that 25% of the players reaches the exit. 4 - Nightmare! - Checkpoints a little rarely. Requires that 17% of the players reaches the exit. skulltag/zdoom: in the control setup, there's a unstuck button, that will teleport you to the beginning, if you get stuck inside another player. sv_rocket_rate <tics> (default:70) -how many tics it takes to 'regenerate' 1 rocket. sv_rocket_limit <amount> (default:2) -how many rockets the player will get at most through 'regeneration' * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * Web sites: http://wadhost.fathax.com/files/