Documente Academic
Documente Profesional
Documente Cultură
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . 3
Floor Codes. . . . . . . . . . . . . . . . . . . . . . . . . . 3
Moving Guards. . . . . . . . . . . . . . . . . . . . . . . . . 6
Elevators. . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Secret Floors. . . . . . . . . . . . . . . . . . . . . . . . . 10
Trickery . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Balance. . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Wrapping it up . . . . . . . . . . . . . . . . . . . . . . . . 12
Debugging Codes. . . . . . . . . . . . . . . . . . . . . . . . 13
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INTRODUCTION
Floor Codes
Unless your floor design has a very large number of rooms, there
are usually ample unique floor codes to assign each room its own
code, although this isn't always desireable. In general there are
3 approaches to assigning floor codes, according to what you want
to accomplish.
1) Assign a single floor code to all floor space. Unless you take
other measures, this will have the singular effect of alerting
every guard on the floor as soon as the first shot is fired. This
can lead to some interesting fire-fights, but isn't always the most
desired approach because the action usually (not always) ends
quickly (either they're all dead or the player is) and he's left to
wander through a bunch of empty rooms that offer no further
challenges (or restart the level).
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3) Assign unique codes to contiguous or non-contiguous groups of
rooms. This offers a mixture of the above 2 approaches, but is more
controlled and often the most interesting and suspenseful strategy.
There is one floor code that has a different effect from all the
rest. This is floor code '6a', or the code which designates a guard
as being "deaf" or "steadfast". Such a designation means 2 things:
the guard will not react to shots being fired in the area until and
unless he sees the player, then he responds just like any other
guard. But his eyesight is much better than other guards as he can
see in every direction (that isn't blocked by something) including
one square behind. These guys can even see between the cracks of
wall cubes that are joined only at the corners. (It's kind of eerie
to hear a guard sound off that can't be seen anywhere).
By contrast, guards on all other floor codes can only see straight
ahead but will be alerted regardless of their impaired vision after
the first shot is fired on the same floor code as they are
standing.
NOTE: Do not place '6a' floor codes adjacent to doors; this will
cause the doors to become invisible. (This problem has been fixed
in Blake Stone).
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doesn't exist. (These 2 notes also sound if you try to open a push
wall from the wrong direction).
The guard(s) can be made to move away from the Push Wall and it
will open, particularly when the player moves far enough away and
can get back in a hurry before the guard does. But often, when the
wall does move, it only moves part way. As you will soon see, there
is a way to get a hidden door to move more than once. A Push Wall
will not slide over a dead body either.
The first rule of thumb when dealing with guards in secret rooms is
to be sure the secret room has the same floor code as the room
from which it is entered. In addition, the room outside the secret
room must have a normal door (locked or unlocked).
One way is to design the hidden door entrance so the door slides
side-to-side. Such a design can also permit the door to slide
forward (room permitting). You can also place an ordinary door in
the opening behind the hidden door, which has the advantage of not
having to be concerned about guards moving about in the secret
room. Its main disadvantage is that if it is used too often,
players may start to recognize the existence of this type of hidden
door configuration unless you use many such configurations that
don't have hidden doors and the one door then is disguised by being
only one among a crowd.
Another way is to use multiple hidden door object codes such that
a sliding wall will move into another hidden object code and can
thus be moved again, in any direction you choose. (The hidden door
object code can exist in open space as well as in a wall). This
opens up all sorts of possibilities. However, there's one drawback.
Extra hidden door object codes, which are often not used, can
prevent the player from getting the bonus for finding all secret
areas.
The other way to use guards effectively in a hidden room, and you
want the sliding door to move inwards only, is to make sure the
guards are standing on a "steadfast" floor code so they won't be
moving around the room.
If you want more rooms beyond the hidden room, and you want them to
have normal doors, then the floor codes of these additional rooms
must either be different from the hidden room (and not be used
elsewhere on the floor), or the guards in these added rooms must be
made "steadfast" if you want to use the same floor code as the
hidden room.
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move 3 squares and the next time, only 2 squares, even when there's
unrestricted space in which to move. What this means is: to avoid
intermittent problems assume a hidden door will only ever move 2
squares, but always leave room for 3. Another way of saying it: if
you want to assume a push wall will move 3 squares, then be sure
the player can still get through if the door only moves 2 squares.
Moving Guards
If you choose to have guards on the "move", you should provide them
with paths to follow (there are directional arrows for this
purpose). But there are a several points to note when laying out
paths for guards to follow.
1) Don't put dogs in the same paths with other guards. Dogs move
faster than other guards and will quickly overtake them. Since the
dogs won't be able to pass (around or through) whomever they
overtake, the movement will simply cease and all moving guards will
ultimately stand and mark time in one place (usually against some
wall).
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some intersection and all movement will, as noted above, come to a
halt.
You can generally check on how your moving guards are doing by
turning on "Clipping" (in debugmode) and wandering through walls to
see how everything looks. Dogs are the toughest to check on. Most
guards will not be aware of your presence if a door isn't opened
somewhere (either by yourself or a guard whose path takes him
through a door). But dogs will quickly sense your presence and come
after you and will often activate any other guards in the room. If
you shoot anyone while "clipping" is on, every guard on the level
(except deaf ones) will come alive. (If there are guards in the
first room, remove them before you start the level as they will
always be active when you enter the room).
One final note about "clipping". You will not be able to pass
through the two thicknesses of walls that comprise the level's
perimeter. This is to prevent you from wandering outside the level.
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them to be engaged in ones and twos later on. Of course the main
disadvantage to this tactic is it is not known where they'll be
when next seen, unless they're in a bounded area. Always good for
a laugh though!
The other thing about guards moving from room to room while
searching is that they will often open a door into an unrelated
floor code and if a shot is fired at the time the door is open,
even more guards can become involved in the search. Heh, heh! I
love finding dogs in rooms where they shouldn't be. Took me a while
to figure out how they learned to open doors.
As you already know, the tan guards move slowly and react the same
way. The blue SS guards are a bit quicker and more deadly (takes
3 or more shots to bring them down, depending on distance between
player and guard).
The white uniformed "officers" move much more rapidly, will swerve
to make a player miss and are more intelligent acting. Finally, the
mutants are the greatest threat of all (except for the Super
guards). The mutants move silently and shoot more quickly than all
other guards.
When your floor design is played, the player must be given a way to
defend himself, especially from officers and mutants, or be
provided a way to attack without being totally overwhelmed. A niche
in a wall, a narrow room with no cover, or no way to back off, is
inadequate in those cases where the player will have to defend
against a host of attackers. Conversely, a medium to large room
with enemies everywhere, no cover afforded, and with nowhere else
to go, should also be avoided.
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instant someone (the player or a guard) signals it to open. The
program does not wait for the door to physically move far enough so
actor and player are visible to each other. The mutant guard
shoots so fast that the player won't even see the door start to
move before the mutant's shot arrives to kill or maim. There's no
defense except to try and kill a guard in the doorway so the door
will stay open. But if nothing but officers and mutants arrive
first, there is little hope of doing this. Besides, guards don't
usually try to enter the room before shooting unless the player is
out of sight.
Elevators
I don't know if most people have noticed it, but all elevators in
the official game are oriented east/west. No elevators are entered
from the south or north. This is to ensure that when an elevator is
entered, the control will always be directly in front of the
player. (When you're hurrying, you don't want to have to stop and
look for the switch!) Entering from the north or south will provide
two controls on the left and right as the player enters - one of
these can be safely eliminated in your designs.
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signifies you want the player to go to the secret floor when the
switch is thrown. (This is floor code '6b'). However, don't use
this code in any other elevator including the secret floor, or the
episode cannot be completed.
Secret Floors
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a guard, but is invincible. No matter what guards are used on the
secret floor (or "boss" levels), the player will be awarded 15,000
bonus points just for getting there and out. There is nothing wrong
with denying bonus points in chosen situations. This is just to
make you aware when designing a floor what the effects of your
choice will be.
Trickery
Balance
This'll seem obvious to you old hands. But for those just creating
their first floor(s), it's probably worth reminding you that
creating narrow passages slows the player who wants to set a record
for going from entrance to exit. Of course, every player who uses
that same hallway will have the same problem, but it's worth
considering.
Weapons
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You can either hide a machine gun somewhere, or else place an SS
guard near the start. When he's killed, he'll drop his machine gun
for the player to pickup. Extra weapons become ammo if not needed.
Wrapping it up
It is hoped the above tips will help you design your floors with
greater confidence and fewer errors. At least you should be able to
recognize the symptoms when, for example, you come across a guard
in a trance, or doors open and close without sound.
Floor designing isn't difficult, only time consuming. Just get out
a large sheet of graph paper and grow your design. Then use the
MAPEDIT program to transfer your design to the screen. You can skip
the graph paper and start designing at your computer if you want.
Next, test it, fix it, test it, fix it, etc., etc., until you're
satisfied with the results. This is obviously an oversimplified
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explanation. Your floor has to be saved to disk, then merged into
the GAMEMAPS file of a running game to test it. It is very helpful
if you can have a friend test your floor designs. Often times
problems that you haven't encountered when testing your own design
will show up on someone else's computer.
Debugging Codes
Now begin or restore a game. While in the game, press and hold the
Left Shift, Alt, and Backspace keys. You should see a message
displayed stating the debugging keys are now available.
Hold down the Tab key while pressing one of the debug keys.
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Command Line Parameters
By default, unless you specify a skill level (see above), you will
start the game at skill level 2.
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