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Black Holes break map flow and suck in actors that are away from the player #1204

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JMartinezHarmoniousPerson opened this issue Nov 29, 2023 · 2 comments
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oversight Unintended Issue/problem

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@JMartinezHarmoniousPerson
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JMartinezHarmoniousPerson commented Nov 29, 2023

Black Holes suck in any actor, even if they're very far away from the player, even to those in a room where you need to teleport. I would suggest having a check that can only suck in any actor that is visible to the player. Or just decrease the force magnitude of the Black hole attack. Alt fire also breaks teleporters, which is fixed in my PR, #1203

@inkoalawetrust
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Do you mean that it sucks in teleporter spots ? I think I already published a fix for that. The problem was that the teleport spots were in the blockmap for some reason. And sucking in only actors visible to the player sounds like a really bad idea that would lead to blatantly and very visibly wrong behavior, like a blackhole not sucking monsters behind a wall until they get in sight of you.

@JMartinezHarmoniousPerson
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JMartinezHarmoniousPerson commented Nov 30, 2023

No. What I meant is that in some occasions, the black hole pull force is so strong that even monsters in different rooms get pulled in. Here is a comparison:

This room from a teleporter in Doom 2 Map 23 before the primary black hole:
Screenshot_Doom_20231129_215243

The same room, but after the black hole shot if fired CLOSE to the first teleporter that leads to said room:
Screenshot_Doom_20231129_215207

The hell knights and chaingunners get pulled to the left side along with same barrels being destroyed in said room. Although the new black hole is likely a more realistic approach, this can be very game breaking in some elements, along with monsters waking up prematurely sometimes.

@popguy12 popguy12 added the oversight Unintended Issue/problem label Apr 2, 2024
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