|
|
|
@ -88,7 +88,7 @@ level ideas:
|
|
|
|
|
- narrow corridor with elevator
|
|
|
|
|
- maze from walls and/or props DONE
|
|
|
|
|
- narrow bridge with platformer elements over a hole full of enemies kinda
|
|
|
|
|
- server room
|
|
|
|
|
- server room kinda
|
|
|
|
|
- window (low unpassable ceiling) through which finish can be seen from the
|
|
|
|
|
start location of the level
|
|
|
|
|
- three locked doors in a row at the beginning of the level, the player has
|
|
|
|
@ -96,47 +96,47 @@ level ideas:
|
|
|
|
|
- office building
|
|
|
|
|
- plasma bots guarding a big stock (store) of plasma ammo
|
|
|
|
|
- warrior (enemy) right before the player at the start of the level
|
|
|
|
|
- T-shaped corridor in which two rocket-firing enemies stand facing each other DONE
|
|
|
|
|
- T-shaped corridor in which two rocket-firing enemies stand facing each other DONE
|
|
|
|
|
so that the player can kill them by stepping between them, letting them fire,
|
|
|
|
|
then stepping back, making them kill each other
|
|
|
|
|
- enemy trapped between barrels
|
|
|
|
|
- teleport that leads to another teleport which is on a single high elevated
|
|
|
|
|
square from which the player has to jump down and won't be able to return,
|
|
|
|
|
making it a de-facto one-way teleport
|
|
|
|
|
- teleports placed so that the player can shoot himself with a rocket or plasma
|
|
|
|
|
- teleports placed so that the player can shoot himself with a rocket or plasma DONE
|
|
|
|
|
(for fun)
|
|
|
|
|
- exploders in a maze, hiding behind corners
|
|
|
|
|
- teleport leading to a center of big room full of enemies
|
|
|
|
|
- easter egg -- a level that looks funny on the map, e.g. forms a text or a DONE
|
|
|
|
|
- easter egg -- a level that looks funny on the map, e.g. forms a text or a DONE
|
|
|
|
|
picture
|
|
|
|
|
- squeezers with low-elevated base (a hole), on a side of a corridor -- if the
|
|
|
|
|
player is curious and jumps in, he's doomed to die -- perhaps there can be
|
|
|
|
|
many of them while one is in fact an elevator, which the player has to spot
|
|
|
|
|
and take in order to advance
|
|
|
|
|
- bullet-shooting enemies behing windows (low ceilings) in rooms that can't be DONE
|
|
|
|
|
- bullet-shooting enemies behing windows (low ceilings) in rooms that can't be DONE
|
|
|
|
|
reached
|
|
|
|
|
- locked door that cannot be unlocked at the beginning of the level as a DONE
|
|
|
|
|
- locked door that cannot be unlocked at the beginning of the level as a DONE
|
|
|
|
|
visual indication of entrance
|
|
|
|
|
- elevator in a narrow (1 square) vertical hole with doors at the top and DONE
|
|
|
|
|
- elevator in a narrow (1 square) vertical hole with doors at the top and DONE
|
|
|
|
|
bottom, looking like an actual elevator in buildings
|
|
|
|
|
- player goes through a difficult platformer section and at the end has to make DONE
|
|
|
|
|
- player goes through a difficult platformer section and at the end has to make DONE
|
|
|
|
|
takes card and has to go through the whole section again in order to also
|
|
|
|
|
take the other one
|
|
|
|
|
- big platform made of elevators that are moving in a short vertical distance, DONE
|
|
|
|
|
- big platform made of elevators that are moving in a short vertical distance, DONE
|
|
|
|
|
giving an impression of a shaking, unstable platform
|
|
|
|
|
- warrior and/or exploder right behing doors
|
|
|
|
|
- tight maze made of barrels filled with warriors in which the player has to
|
|
|
|
|
only use knife in order not to explode the barrels and hurt himself
|
|
|
|
|
- enemy on an elevator that doesn't stop at aligned with the floor, so that DONE
|
|
|
|
|
- enemy on an elevator that doesn't stop at aligned with the floor, so that DONE
|
|
|
|
|
the enemy is "trapped" on it and only appears briefly to shoot at the player
|
|
|
|
|
- barrel on elevator
|
|
|
|
|
- platforming vertical section in which the player is going upwards out of a big
|
|
|
|
|
hole
|
|
|
|
|
- level with a lot of closed doors, done by including a door texture in the DONE
|
|
|
|
|
- level with a lot of closed doors, done by including a door texture in the DONE
|
|
|
|
|
level wall textures and then sing it for "fake" doors
|
|
|
|
|
- invisible bridge (perhaps not straight) made of blockers (invisible walls) kinda
|
|
|
|
|
- invisible bridge (perhaps not straight) made of blockers (invisible walls) kinda
|
|
|
|
|
over a hole, leading to an easter egg
|
|
|
|
|
- start of level: a corner blocked by an invisible wall, to indicate entrance DONE
|
|
|
|
|
- start of level: a corner blocked by an invisible wall, to indicate entrance DONE
|
|
|
|
|
- small pyramid from diffetently elevated floor tiles
|
|
|
|
|
|
|
|
|
|
bugs:
|
|
|
|
|