{"action":"created","issue":{"url":"https://api.github.com/repos/bradharding/doomretro/issues/455","repository_url":"https://api.github.com/repos/bradharding/doomretro","labels_url":"https://api.github.com/repos/bradharding/doomretro/issues/455/labels{/name}","comments_url":"https://api.github.com/repos/bradharding/doomretro/issues/455/comments","events_url":"https://api.github.com/repos/bradharding/doomretro/issues/455/events","html_url":"https://github.com/bradharding/doomretro/issues/455","id":313498038,"number":455,"title":"New sector types","user":{"login":"DeathEgg","id":2774893,"avatar_url":"https://avatars3.githubusercontent.com/u/2774893?v=4","gravatar_id":"","url":"https://api.github.com/users/DeathEgg","html_url":"https://github.com/DeathEgg","followers_url":"https://api.github.com/users/DeathEgg/followers","following_url":"https://api.github.com/users/DeathEgg/following{/other_user}","gists_url":"https://api.github.com/users/DeathEgg/gists{/gist_id}","starred_url":"https://api.github.com/users/DeathEgg/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/DeathEgg/subscriptions","organizations_url":"https://api.github.com/users/DeathEgg/orgs","repos_url":"https://api.github.com/users/DeathEgg/repos","events_url":"https://api.github.com/users/DeathEgg/events{/privacy}","received_events_url":"https://api.github.com/users/DeathEgg/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":5,"created_at":"2018-04-11T21:40:00Z","updated_at":"2018-04-14T04:03:37Z","closed_at":null,"author_association":"NONE","body":"There's a few different ideas for sector types that might be of use to add to Doom Retro eventually...\r\n\r\n\r\nThere are sector types 6 and 15 which were intended for the original .exe but never implemented. They were listed in a design document as follows. I assume sector type 6 would just be the same crushing ceiling effect that's activated by a linedef, but it starts at the beginning of the map rather than needing to cross the linedef first. Sector type 15 might be too broad to decide on an implementation, however.\r\n\r\n 6  Crushing Ceiling\r\n15  Ammo Creator\r\n\r\nOriginal document: [http://www.gamers.org/dhs/helpdocs/dmsp1666.html](url)\r\n\r\n\r\nNext up are these four from ZDoom and its derivatives when in Doom format. I have doubts Doom Retro will eventually support ZDoom maps in any fashion, but since these are the only four new sector types it might as well be added for some use.\r\n\r\n21 Light_Phased\r\n22 LightSequenceStart\r\n23 LightSequenceSpecial1\r\n24 LightSequenceSpecial2\r\n\r\n\r\nLastly, it'd be useful to have a sector that causes instant death on contact. One level I'm making has the player scaling cliffs, and rather than having there just be an invisible wall to stop the player from falling it'd be better to have the player suffer the consequences of a mistimed jump. I'd rather not put a pit of lava with 10-20% damaging sector or something that's inescapable, especially as this is the opening level."},"comment":{"url":"https://api.github.com/repos/bradharding/doomretro/issues/comments/381301518","html_url":"https://github.com/bradharding/doomretro/issues/455#issuecomment-381301518","issue_url":"https://api.github.com/repos/bradharding/doomretro/issues/455","id":381301518,"user":{"login":"DeathEgg","id":2774893,"avatar_url":"https://avatars3.githubusercontent.com/u/2774893?v=4","gravatar_id":"","url":"https://api.github.com/users/DeathEgg","html_url":"https://github.com/DeathEgg","followers_url":"https://api.github.com/users/DeathEgg/followers","following_url":"https://api.github.com/users/DeathEgg/following{/other_user}","gists_url":"https://api.github.com/users/DeathEgg/gists{/gist_id}","starred_url":"https://api.github.com/users/DeathEgg/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/DeathEgg/subscriptions","organizations_url":"https://api.github.com/users/DeathEgg/orgs","repos_url":"https://api.github.com/users/DeathEgg/repos","events_url":"https://api.github.com/users/DeathEgg/events{/privacy}","received_events_url":"https://api.github.com/users/DeathEgg/received_events","type":"User","site_admin":false},"created_at":"2018-04-14T04:03:37Z","updated_at":"2018-04-14T04:03:37Z","author_association":"NONE","body":"Interesting. It would be cool to see everything Caverns of Darkness added and see what could be reproduced, and if possible even support it in its entirety.\r\n\r\nAlso perhaps the ammo sector could drop one random small ammo for the player has from the ceiling every five/ten seconds? Would be really useful for conveyor belts."}}
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