Introduction :
This is a project like 95% done within the months of December 2012 and January 2013. This plugin is complete, thought the project itself is incompleted (not the
Red Wonders part, thought it is functionnal; i.e. I wanted a drop-on-death system). I planned to release it once finished; but since I can't find enough time to finish it, i'm releasing it today, as I fear I might never release it if I don't (>< saying this out loud makes it strange).
For
screenshots (and a map to play), see
http://css.gamebanana.com/maps/175140
Features :
- Randomize compatible maps so it creates a maze.
- Is flexibly done so other plugins can access the maze structure. (You might want to take a look at Red Wonders which spawns bonuses).
CVars :
- redmazeclassicversion: Gives version -_-'
- ----------
- redmaze_reduction : Reduce width of the maze on both side by this value. Useful if you don't want to get too lost. Default 0.
- redmaze_genfrequence : Generate the maze every X rounds. (0=on map start only; default 3)
- redmaze_announcegenalgo : Announce the generating algo ? 1=Yes, 0=No.
- redmaze_gen2ndpass_chance : Chance to run a 2nd time a maze-generation algo; 'open' cell from both generation will be used. 1=100%, Default=0.15.
- ---------- Bonus related ----------
- redmaze_wonders : Enable spawning bonus in the maze. Note that you need the appropriate other plugin.
- redmaze_wonders_allow_nearspawnbonus : Allow spawning bonus in near-spawn cells. Default 0.
- redmaze_wonders_chance_deadend : Chance to spawn bonus in dead end cells. 1=100%
- redmaze_wonders_chance_inter3 : Chance to spawn bonus in intersections of 3 cells. 1=100%
- redmaze_wonders_chance_inter4 : Chance to spawn bonus in intersections of 4 cells. 1=100%
Commands(All but 2 requires ADMFLAG_UNBAN) :
- <sm_disablecell | sm_dcell ><x><y> : Disable the cell.
- <sm_enablecell | sm_ecell ><x><y> : Enable the cell.
- <sm_disablerow | sm_drow ><y> : Disable a row of cells.
- <sm_enablerow | sm_erow ><y> : Enable a row of cells.
- <sm_disablecol | sm_dcol ><x> : Disable a column of cells.
- <sm_enablecol | sm_ecol ><x> : Enable a column of cells.
- <sm_disableall | sm_dall ><x> : Disable all cells.
- <sm_enableall | sm_eall ><x> : Enable all cells.
- ----------Mainly for debug purpose (needs ADMFLAG_RCON)----------
- sm_solve_breadthfirst : Solve the maze; tells how many step it took.
- sm_analyzemaze : Analyze the maze and gives information regarding the amount of intersection(4), intersection(3), "transit" and cul-de-sac in the maze
- ----------Need to be recompiled in DEBUG----------
- sm_hookcellinputs : Hook the cells input (if you want to use track "AcceptEntityInput" it can help).
Known bugs :
- None, thought there are "unpolished" stuff. i.e.
I'm printing the algo's name; because I want to tell the player how high-river is the current maze; thought the formatting is shitty.
Changelog :
- 0.9.0.0 Initial release (07-07-2013)
- 0.9.1.0 Modified generating algo announcement. It is also facultative (see ConVar "redmaze_announcegenalgo"). Also reuploaded (I didn't upload all file :$ ). (07-07-2013)
- 0.9.2.0 (13-07-2013)
- It is now possible to generate a new maze every X rounds rather than every rounds. See convar redmaze_genfrequence. Default value = 3.
- Note that this plugin now creates a .cfg (Plus another one if you use huntandkill algo).
- Added the word "algo" in the phrase displayed to players when re-generating the maze (might clarify things for them; as they were probably "wtf" when seeing that before).
- 0.9.2.1 (09-03-2014)
- Removed a PrintToServer when not in debug
- Announcement regarding redmaze_deagle5 working under both CSS and CSGO.
- 0.9.3.0 (15-03-2014)
- Added a possibility to run two algo and see the 'union' of the open cells :
- See Convar redmaze_gen2ndpass_chance.
- See the 2 new screenshot on gamebanana to give you an idea (the map seems rather naked :/)
- ---===Non-Gameplay wise===---
- Recursive Backtracker :
- Now uses another array if called in second (due to 2nd pass). Not needed for H&K as it works with 2 arrays.
- Hunt and Kill :
- Slight change with the flag (if someone beside me used that; lawl)
- Changed some comments (.sp & .inc)
Todo list :
- Add drop-on-death system
- CSGO @ Red Wonders
Thanks (mixing both Red Maze and Red Wonders) :
- Sourcemod Devs.
- Danhouser82 (prefabs in the map).
- Johnny got his gun (Metamap + great plugins).
- Psychonic. Please do not fall into bread's hell. Everyday, hundreds of ducks die from bread overdose. Please be careful.
- Darkranger (I used his plugin's models in here; I added the red color myself; and swapped the green with red and blue with green; also used some of his code I believe)
Notes :
- The "Red Maze of Red Wonders" project is the biggest I've done so far (after Be Medic); It is composed of many plugins (3 Red Maze, 9 Red Wonders) so it has a nice architecture (I believe).
- The plugin will - of course - only work on compatible maps. This is mean to be used with other maps. (i.e. you can use this plugin with redmaze_deagle5_b02 in your map rotation, as long as you have this plugin; there shouldn't be any problems)
- RedWonders.inc is - at this time - in the attachment for compiling purpose only. It might become updated if I update my other plugin (thought only some parts of the .inc is needed)
- v0.9* because I don't feel it is polished enough to be a "v1". If I find time maybe I'll update it more.
- Works on CSGO, however Red Wonders doesn't.