/Checkpoints

Checkpoint system for ZDoom Ports

Primary LanguageCApache License 2.0Apache-2.0

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Overview

When touched, the game will save and the player will respawn in that location when they die.
Additionally, it resurrects all players in survival.
It's a solution I've made for when an autosave unexpectedly buffers the game for a second. Now players could invoke the buffer by choice.
It also solves the "Running To Evil" problem present in co-op. Players can get right back into the action with little to no delay with the spawnpoint moved.

Features

  • Zandronum and GZDoom Compatible.
  • Uses an actor for it's position tracking so that it could be placed on moving sectors without any clips.
  • Still Saves in GZDoom Multiplayer.
  • Collision-Safe. It's unable to telefrag existing Players.
  • Sprite Bridge Safe. (If a map uses one...)
  • Fail-Safe. Holding zoom cancels you out of it's effects if the destination is undesirable.
  • Warp-Safe. Gives you respawn protection to protect against sudden hazards after warps.
  • Mod-Safe. Designed to run with anything!
  • Comes with an option menu.
  • Mapper Friendly. You only need to place the Save Disk object on the map to use the system.
  • Presets.

Presets

The checkpoint system was primarilly designed as a resource for mappers, but the people I've shown this to expressed of adding sometype of way to place this into pre-existing maps.
So I made this.
A mistake I've made when first releasing this was to place this in the "Gameplay Mods" category on zdoom forums.
With presets, It is a gameplay mod, but it's not the main focus.
I really care about polishing this system more and more and making presets surprisingly is real draining for me.
Currently the only mapset supported is AUGER;ZENITH.

Media

SinglePlayer.mp4
Multiplayer.mp4
Survival.mp4

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GitHub GitHub release (latest by date)