The mansion has been an idea floating around in my head for a very long time. I was toying with the idea of making a map that could be generated at runtime but there was no way to overcome the obstacle of the BSP needing to be compiled before loading the map (and trust me I tried every way I could). The next best thing given the limitations was to take an empty map and at runtime add everything at once. I wasn't sure if this was feasible or even possible so I set out testing. Some things I wanted:
-Actors that interacted with the world in such a way that they would not be distinguishable from more normal methods
-Actors that could be dynamically added or removed quickly and cleanly
-Actors that replicated correctly so that they performed the same online and off
-There are other, more esoteric desires for these to meet but they don't really matter for this more general discussion.
In a nutshell we were able to accomplish everything I wanted and the results are what you see in the mansion. If you open the map you see empty rooms and you have to trust me that there are no hidden actors and no tricks. The 'magic' of this mod is that the rooms are divided and controlled by actors called "RoomControllers". These are ZoneInfo actors with added code that function as a sort of funnel that allows the mod to load configurations of actors into the room at will. For pretty much 90% of the things you see in the map they all have a base class of Decoration. Deco is the most overlooked class in scripting because most people never get past switching off the bStatic setting. Once you do that then it becomes a VERY powerful base class and you can do a ton of things with it. Each of the reactive decos in the mansion was made to highlight some of the things you can do, with the bonus that they are all dynamic and can be moved/created/destroyed at will with no real penalty. That's partly why there is a bit of a disjointed feeling within the mansion. I made each deco to show a unique behavior so they don't congeal together into such a way that it has any sort of uniformity. That's partly due to the time constraints and partly to my lack of being talented enough to pull it off.
So let's take a look at what was done. Major spoilers ahead, this will ruin the map for you so read on knowing that. BTW, care was taken so that you never really see any of these changes happen. That was all by choice and doesn't need to be done that way, it just was added spookiness. Oh, and I coded it in such a way that if you try to cheat and watch things it stops. If you want I'll release a version that will allow you to see the room changes, etc. It's interesting to see behind the scenes on this. Now the items in the mansion...
Artwork and pictures
Now this is how the map functions overall
So in closing if this map/mod appeal to you please feel free to use anything within it and I'm happy to help you set your map up to use it. I'll provide all the source code to anyone that wants it, and don't be afraid of it being complex or hard to use. Implementing my base class will let you make decorations do just about everything you need in ways you have never thought they could. I hope that's found to be useful.
Whew....Thanks for hanging in there to the end.