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LevelControlMode

Christian Haas edited this page Jun 5, 2017 · 2 revisions

Level Control Mode

In this mode the currently active level is selected, which is necessary to modify maps and content, as well as level-global properties.

Properties

Tile height

This property is a critical one, as a change late in the editing process can cause a huge overhead.

Tile height defines the height scale of the level. A change of this value messes up any previous height-related properties of both the level layout, as well as its content. The main game uses most commonly a height of 4 tiles - meaning, having a perfect cube based on the floor size of a tile, 4 such cubes can be stacked in the level.

Although smaller values, as well as the highest value of 32 tiles, are possible, the game only uses 4, 8, and 16 tiles as height.

Height related properties of the map layout and object properties have "relative" values; Their scale depends on the level-specific tile height. For example, if an object is placed at the top of the second cube in a 4 tile high level (i.e. in the vertical center), changing the level to be 8 tile high will automatically place this object at the top of the fourth cube! This is why it is important to decide early in the beginning how high a level will be.

Level textures

Out of the 250+ textures the game has to offer, only up to 54 can be used within a level. And from those, only the first 32 can be used for floors and ceilings.

This selection is the list of level textures. To define the texture palette for a level, first select a texture slot from the level textures, and then select the texture you want to assign from the world textures. This change will apply for the whole level immediately as the level content refers to the palette.

Effects (Hazards)

Each tile can have a floor-related, and a ceiling-related effect (or hazard) associated with it. The ceiling effect can be radiation, while the floor effect can either be bio-contamination or a change of gravity. The selection, as well as the respective intensity, is global to the level.

These effects need to be configured here in order to be available for the tile map.

Surveillance sources

Screens placed in the level can act as monitors to surveillance sources. Up to 8 such sources can be configured for a level. A surveillance source can be any object, and the object's position and orientation define the camera perspective. Optionally a "deathwatch" object can be assigned as well. If the watched object is destroyed, then the screen will show static.

Typically the watched object is the same object that acts as a source.

Texture animation

It is possible to animate textures, although at a cost. For animated textures it is necessary to put all frames of the animation into the level textures next to each other. These textures need to be within a texture group (see Game Textures Mode). Via this group the animation is configured.

Furthermore the game supports only three animation groups in parallel.