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- HOW TO:
-
- Create Challenging Levels
- =========================
-
- There are an awful lot of features in TKG, and how to use them all together may not seem obvious
- at first. This document tries to show how to use features to create levels which are challenging
- for the player by being well-designed, not simply by having lots of aliens and no health packs!
-
- 1. Layout of the level
- ----------------------
-
- Before putting mouse to screen, draw out your level on paper. The worst way to do this is to
- just draw a room, then a corridor, then another room with a couple of corridors, then another
- room and so on. Levels drawn like this tend to be dull and samey. Instead, try one or more of
- these techniques:
-
- a) Designing to a purpose.
-
- Think of a function the level might serve. It could be a hospital, or a training camp, or a sewage
- system, or perhaps two areas linked together. Once you have an idea in mind, layout ideas will
- usually follow. For example, the sewage system would have a lot of tunnels, with steps or lifts
- leading up into various buildings, perhaps.
-
- b) Designing to fit a space
-
- Draw an outline on you paper, a 'perimeter wall' which your level must fit into. Make it excitingly
- chunky and purposeful. I find this helps a lot; having to fit your level into the shape prevents
- it sprawling like a very old bag of potatoes.
-
- c) Designing to suit an alien
-
- When you design your aliens you are probably going to have one or more big, tough critters that
- are going to severely impede the player's progress. Such aliens should have levels custom-designed
- to suit their abilities.
-
- 2. Useful level building blocks
- -------------------------------
-
- a) Did I just step on something...?
-
- A very useful thing to define is an 'invisible trigger'. This can be used to set off messages and
- trigger doors and lifts, preferably with lots of aliens behind/on them. Simply place the trigger
- somewhere the player has to go and arrange for it to dispense aliens at the most inconvenient
- moment possible.
-
- b) They're appearing out of thin air! AAARGGHH!
-
- This is a good one. When the player picks up a gun, shoots a particular alien or whatever, this
- can trigger several aliens to teleport from their 'homes' outside the level, into the room the
- unlucky player is standing in. How to do it? Well, first of all, define several alien 'houses'.
- An alien 'house' is a pair of zones not connected in any way to the rest of the level:
-
- *------*
- | |
- | |
- | |
- *======*
- | |
- | |
- | |
- *------*
-
- Define one zone as a lift and the other as a teleporter. Put your alien(s) on the lift, making
- sure that their 'permanent calculation' flag is ON. Make sure the lift starts at the TOP of its
- movement, and that at that height it is ABOVE the ceiling height of the teleporter (this prevents
- flying aliens making their way into the teleporter before the lift is triggered).
- Arrange the alien/gun/health pack/key or whatever so that it triggers the lift into falling to the
- same height as the teleporter. Place a control point in each zone and link them together. This will
- ensure the aliens will wander onto the teleporter as soon as they can.
-
- c) Smithers, did you just press that big, red button?
-
- Even more annoying to the player than tripping invisible triggers is when he voluntarily pulls a
- large, inviting lever only to discover that it removes the only barrier between him and an alien
- horde. Don't over-use this one.
-
- d) We're going to need BIGGER guns.
-
- The 'immensely powerful-looking gun' trick is so ludicrously annoying that it should only ever be
- used once, if at all. Define a really really impressive looking weapon and place it somewhere
- obvious but extremely difficult to reach. Only when the player, after hours of trying, finally
- manages to pick it up, will he discover that it does, in fact, fire ping-pong balls. For real
- humiliation make it trigger a horde of aliens which the player will confidently attempt to dispatch,
- failing miserably and probably dying in the process.
-
- e) Neighbourhood Watch.
-
- You've all got one; a weird neighbour who 'keeps himself to himself' and watches people through
- his bedroom window. These slightly disconcerting people can now be put to good use in TKG. Stick
- one up in an alcove, preferably near a door the player will come through. Make him part of a team,
- the rest of whom are waiting in a room down a side corridor. As soon as the watcher sees the player,
- it will trigger the others. If the watcher can shoot, too, it will usefully distract the player
- while the bulk of the squad come running. However, if the player is good (or has played the level
- before), he will pop out and shoot the watcher before he is seen, then run down and lob a grenade
- or seven into the room with all his mates in.
-
- f) I'm gonna get my big brother on you *sniff*.
-
- Fill a maze of corridors with small, useless aliens and one big, dangerous one, making them all part
- of the same team. If the player is seen, all the little aliens will converge on him, reporting
- his position to the big guy.
-
-