Difference between revisions of "Release Raptor:Level Editor Components: Level 2 - Apartments"

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== Level Chunk Types ==
 
== Level Chunk Types ==
  
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These are all subfolders of the overall folder for the level.  Each subfolder has specific rules and design goals associated with it.  Please do not violate those expectations, or you'll wind up with nonsensical levels.  Aka, don't save a corridor-looking level chunk into the SingleApartment folder.
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Here are the folders and what they mean.  You save level chunks in them in the form of xml files, which you can call anything you like.  Putting a prefix of your initials or forum handle or whatever can make it easier to find your work in a group of larger things.
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=== Corridor ===
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These are meant to be the corridors outside of apartments.  These are considered residential areas, and should be pleasant and nicely decorated.  Aka, these aren't utility halls.  However, if you wish to make sub-sections of a level chunk that includes a main residential corridor AND a little utility tunnel (or whatever other hidey-holes or secondary paths), then please feel free.
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These are actually a great opportunity to have multiple paths through one level chunk, so don't be afraid to make these large and with a ton of external doors.  The benefit of having two ways to get the same place in sections like this is being able to sneak past robots without having to fight them, which is a big deal.  These are really an ideal type of level chunk for setting up those situations.
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Various ideas:
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* You could make one straight hall with some doors off it, and have that be very simple.
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* You could make one straight hall that is nicely decorated and public, but which has some utility-style doors into a dank secondary hall that provides a shortcut (or at least alternate path).
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* dfdf
  
 
[[Release Raptor|Release Raptor Main Page]]
 
[[Release Raptor|Release Raptor Main Page]]
  
 
[[Category:Release Raptor]]
 
[[Category:Release Raptor]]

Revision as of 10:27, 13 July 2016

Overall Concept

Level 2 - Apartments is an apartment building that is in partial ruins. It mixes nonlinear traversal through these apartments and halls and so forth with traditional architecture. Aka, the rooms are build based on the normal modern rules that we expect (an apartment has one door, which leads to a hall outside it, etc). However, holes in walls and the floors and ceilings provide the violations of those traversal rules so that you can go into one apartment and jump through the floor down into the apartment below, etc.

Source Folder

In the level editor load/save menu, all the parts for this level are in the Level2_Apartments folder.

Don't save anything directly in that folder, because the procedural level generator won't know how to use it. Instead, inside this are subfolders for various types of rooms that the level generator WILL know how to use.

Level Chunk Types

These are all subfolders of the overall folder for the level. Each subfolder has specific rules and design goals associated with it. Please do not violate those expectations, or you'll wind up with nonsensical levels. Aka, don't save a corridor-looking level chunk into the SingleApartment folder.

Here are the folders and what they mean. You save level chunks in them in the form of xml files, which you can call anything you like. Putting a prefix of your initials or forum handle or whatever can make it easier to find your work in a group of larger things.

Corridor

These are meant to be the corridors outside of apartments. These are considered residential areas, and should be pleasant and nicely decorated. Aka, these aren't utility halls. However, if you wish to make sub-sections of a level chunk that includes a main residential corridor AND a little utility tunnel (or whatever other hidey-holes or secondary paths), then please feel free.

These are actually a great opportunity to have multiple paths through one level chunk, so don't be afraid to make these large and with a ton of external doors. The benefit of having two ways to get the same place in sections like this is being able to sneak past robots without having to fight them, which is a big deal. These are really an ideal type of level chunk for setting up those situations.

Various ideas:

  • You could make one straight hall with some doors off it, and have that be very simple.
  • You could make one straight hall that is nicely decorated and public, but which has some utility-style doors into a dank secondary hall that provides a shortcut (or at least alternate path).
  • dfdf

Release Raptor Main Page