DBZone X: Classic Edition

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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HellBlade64
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DBZone X: Classic Edition

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Post by HellBlade64 » Thu Apr 18, 2024 4:28 pm

Originally a spur of the moment decision lead to this.

This is a fork of DBZone X which adds various changes aswell as countless fixes to DBZone's maps and custom content.

The bulk of the additions made are a whole lot of changes to how maps operate to better work with mutator mods (like Brutal or Complex Doom) which have custom monsters as, originally (left unchanged even in DBZX), many doors, bars, events, and lifts that make some switches and keys (notable the Yellow Card in MAP03) were heavily dependent on scripts either called by the death of certain vanilla monsters, or scripts which check for the deaths of certain vanilla monsters.

The aforementioned custom monsters would regularly cause these checks to brick because the monster that the script is looking for technically no longer exists because it was replaced, this resulting in maps being softlocked.

I went through every map and minimized the reliance on monsters for script calls. For the sake of maintaining the original pacing as best I could, the scripts are still there, but now each contain numerous failsafes to prevent this from happening.
Spoiler: (Open)
COMPLETE LIST OF CHANGES
==========================

GENERAL:
Purple, Green, and Orange card keys are now unique key actors with custom LOCKDEFS in place of the archaic DeHackEd-made ones.

Added missing frame to Silver Armor so it flashes like the Security (Green) and Combat (Blue) armors.

Purple, Green and Orange keys and Invulnerability and Silver Armor also have GLDEFS for correctly colored
dynamic lights.

With only a handful of exceptions (no, I'm not going to say where, figure it out yourself), all land that is lava is lethal.
And falling through the sky is pretty painful, too. ;)

Added GAMEINFO lump for custom startup banner.

Made the blue railgun better.

MAP01:
Fixed an oversight where the purple key switch that lowers wall to exit area:
Original line-use function was #80-Script Execute, meaning the Purple Card was not required to flip
the switch. Swapped for #83-Script Locked Execute, so players can no longer skip the whole map with a well placed
rocket jump.

Restored original crusher room punishment for green/red square room, but deactivates once room is cleared,
just like the red kill squares.

Changed how shortcuts on backstreet and waterway sections open so that they guarantee to open every time.

MAP02:
Swapped damaging sector teleports for "Actor Hits Floor" sensor that deals damage of 80hp directly, making the
health penalty from falling off trains unavoidable.

No more tails miniboss

MAP03:
Changed how wall that reveals switch in house closest to the gate from starting area is lowered. Original method had a Baron of Hell call
Script 11 on death, but mutators muddy this check same as many others.

The above has been done to all other instances of hidden switches in the map, as many of them relied previously on monster death triggered
scripts or direct floor controlling functions. These have all been adapted to crossable linedefs or switches where applicable to minimize
potential softlock scenarios.

Shortcuts added gate maze, two half walls lower and become passable once close enough to the purple key,
thereby negating the need to go back through the gates.

Added multiple failsafes to insure Yellow Card is accessible.
Originally, the game had each arachnotron set to lower one of the many walls to let the cyber demon teleport in.
This has been replaced with the same type of integer addition script as the six switches.
After four minutes, regardless of whether or not the arachnotrons have been killed, the walls blocking the cyberdemon will all lower to
circumvent possible softlocking due to custom monsters.

If all else should fail, a failsafe switch will also be unhidden on the high outer porch of brown south building four minutes after the
cyberdemon is teleported to the park area. This switch will manually raise the middle fountain, thereby making sure the Yellow Card
can be collected.

MAP04:
Added a failsafe to the second courtyard/canyon area with the Cyberdemon and two Spider Masterminds at the end.
After the player gets close enough, Script #22 will activate and, after 4200 tics (2 minutes) then lower a portion of wall to the right of
the bars to make accessible a switch that, when pressed, will manually lower the bars.
This is due to how the bars are supposed to be lowered. Script #21 checks for if the Cyberdemon and Spiders have been slain, and when they are
it's supposed to lower the bars. For one reason or another, mutators (gameplay modifications) appear to muddy this check, meaning that
it never detects the cyber and spiders as dead and the map becomes softlocked.
Also re-aligned Red and Yellow card doorside textures and adjusted doorway height so they fit perfectly.

Added two more failsafes for the Yellow and Red cards, again related to mutator mods causing the on-kill scripts to not work.

Added failsafe for Blue key, after crossing a certain linedef, two minutes elapse it will automatically be made accessible.

MAP05:
Turned the impassable grate with the soulsphere behind it into a new shortcut to the exit that opens up when
the player gets close enough to the exit door.

Fixed blue card door oversight. No longer traps players on the other side.

MAP08:
If you guessed failsafes, you're correct.

Walls hiding the first two switches will lower after 4 minutes, same issue as previously mentioned.
Purple key does the same.
As does middle platform between second and third main areas.
Front walls also have a failsafe timer, too.
All keys are accessible.

MAP09:
Added a failsafe at beginning. Front door will open after 4 minutes.
Download (via TSPG)

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