The Mapmaker's Mapmaking Guide for TimeSplitters: Future Perfect by admiralhowdy [email protected] Version 0.63 September 22, 2006 Copyright 2006 Matt Ehinger Table of Contents ----------------- Introduction Building Environments The Basics Doors and Teleporters Platforming The Amazing Strudel The Mysteries of Memory, Revealed (more or less) ITEM Memory TILE Memory LOGIC Memory Story AI Memory Tile Sets Military Lab Egyptian Horror Virtual Story AI AI Classes Normal Class Zombie Class Robot Class Individual Characters Some Notes on Weapons Use Logic Logic and Story AI Creating Story Awards Glitching! Further Reading Random Things Information Ideas and Inspiration To access all pics in this guide, open a 2nd internet browser window, and copy/paste the following line to the 2nd window's address bar: z13.invisionfree.com/admiralhowdy/index.php?act=Attach&type=post&id= then immediately after the last "=", copy/paste the number of each pic to complete the url of each pic. Introduction ------------ This super in-depth guide is intended as an aid in maximizing the use and enjoyment of the Mapmaker mode of TimeSplitters: Future Perfect. The whole, in concept, should be both a resource and a springboard for ideas. It is written using the Nintendo Gamecube version, but most of the information contained here should be just as relevant to the other console versions. Whereas the most typical use of the mapmaker may be for custom-built multiplayer mayhem, single-player Story mode maps are at least as much fun to make and play, but often get the short shrift. If you have a little creativity, you can create Story challenges that offer, on either end of the spectrum, quick thrills and amusement (the many in-game sample maps being prime examples), or ambitious, lengthy, plot-motivated, puzzle-filled adventures. Depending on your own creative streak, the process of the map creation itself can be just as entertaining as the end result. But whatever your pleasure, any map creation is a nice little exercise for the ol' gray matter. Once you have the game powered up and have selected the Mapmaker mode, most of the options and operations within the mapmaker are self-explanatory (take the time to study the Controls page, and pay attention to the ever-present button layout on each and every options page -- buttons will gain/lose function depending on what the cursor is placed over). Despite the straightforwardness of the controls and the options that can be selected, there are many, many things that can be chosen, created, and/or customized, and the results of your choices can be quite difficult to predict without rigorous experimentation--trial and error. It can be a real challenge to take what's in your head, input it into the matrix, and have it come out looking and acting any way near the way you originally intended. This guide is meant to help. If you have knowledge that can benefit other mapmakers, my wish is that it might be compiled here to be shared by all. I've started with what I know so far, but if you would like to share your own knowledge, please consider submitting it for collection here (see the Random Things section for details). Join me, fellow cartographers; this big empty grid world is ours... ==================================================================== Building Environments ==================================================================== The Basics (for beginners) -------------------------- In order to get started here, we need to be speaking the same language. So first let's translate the in-game mapmaker visuals into something that can be easily and accurately depicted here. In the mapmaker, you must place tiles in the 40 x 40 x 5+ block grid by looking at them in a two-dimensional view, from the top, navigating up and down between a standard 5 levels but always looking down over the top. The tiles for the most part have certain basic shapes, as seen in this Top View. Top View (in-game shape): large large open, open low ramps, bridges small stair most _ _ _ _ _ _ room room corridors | | | | _ _ _ _ _ | | | | | | | | |_| |_ _ _| |_ _ _| |_ _| |_ _| After tiles are placed, press the appropriate button to bring up a 3/4 top-down view of the placement, with the placed tiles being represented by white boxes and how they sit in relation to each other within a three-floor area (shoulder buttons scroll through which 3 floors of the grid, similar to the floor-scrolling within the "placement" view). The simplest way to illustrate tiles on paper, however, is to think of them in side-view, and to show them in side-view. This view most clearly shows their basic differences. Side View (this-guide shape): large open, small stair most large ramps, bridges room room corridors open low _ _ _ _ _ _ _ _ _ | | _ _ | | |_| |_ _ _| |_ _ _| |_ _| |_ _| In this guide, the Stackable tiles will be represented by a "+" for the bottom-most floor, so options are: large large ramps, bridges spiral small open(low) _ _ _ stairs _ _ _ _ | | _ _ |+| |+ + +| |+ + +| |+ +| To help ease you into the side-view language of this guide, here is the simplest sort of map, made by joining 3 large open low tiles, represented in side-view like so: _ _ _ _ _ _ _ _ _ |_ _ _|_ _ _|_ _ _| The result is represented likewise in side-view here: X|________P________|X ...with P denoting the Player standing in the middle of the map, the open area above being the sky above the player's head (since the sky feature is available, I like to try to utilize it). The solid line below is the floor, and the X's represent the walls created around the placed tiles due to unmapped empty space within the computer grid. Joining tiles horizontally is much easier in TS:FP than in TS2, as there is no required matching of red or blue linkages. Here, any wall-free edge of any tile will merge seamlessly with any wall-free edge of any other tile; so many placement restrictions found in the previous game have gone out the window. Breaking out into a 3rd dimension, things start to get a little complicated due to the sky feature. Below are two examples using "large open low" and "large open" tiles arranged in two different ways, to demonstrate how the sky feature works. (A) (B) _ _ _ _ _ _ _ _ _ _ _ _ |_ _ _| |_ _ _| _ _ _| |_ _ _ |_ _ _| |_ _ _|_ _ _|_ _ _| X|_____ _____|X XXXXXXX| |XXXXXXX XXXXXXX|__P__|XXXXXXX X|________P________|X Note how the sky -- the open area above P -- is more visible in (A) than in (B). Think of the sky as "paint" on the ceiling of the highest tile. In (A), the ceilings of all 3 tiles are equally high, so all 3 get painted with sky (this analogy does not do justice to the effect, but the mechanics are the same). In (B) however, the ceiling of the middle tile is higher than the others, so only this one gets the sky "paint job". The two lower, flanking ceilings become roofed over, and the empty spaces beside the upper floor of the "large open" tile become wall -- just like walls appear around the bottom floor in (A), which is essentially (B) inverted. Making changes to maps where sky already exists can result in a loss of formerly available sky, due to the "high gets the sky" rule. For instance, a tiny addition to (A) such as this: _ _ _ _ _ _ _ _ _ _ _ _|added| will XXXXXXXXXXXXXXXXXXX| |X |_ _ _| |_ _ _|_ _ _| result X|_____ ___________|X |_ _ _| in this: XXXXXXX|__P__|XXXXXXXXXXXXX So that's how the sky works if the "indoor level" option is not selected. If "indoor" is selected, of course everything gets a ceiling ala TS2. TS2 players may notice the absence of the Core tiles from the TS:FP mapmaker. The reason for there being no Core is that you can create your own "core" areas by using the Stackable tiles. The TS2 core tile was only 4 floors high; but here you can make a 5-floor (and even 7-floor) core, which presents the new possibility of death by falling. Though the map grid was 2 floors higher in TS2, at 7 "natural" floors, a plunge straight downwards was never possible beyond a 3-floor drop in the 4-floor core. "Stackable" essentially means "disappearing ceiling/floor," but the ceilings and floors only disappear when stacked precisely on top of an identically-shaped stackable tile. So stacking this: _ _ _ |+ + +| XXX|_____|X _|+|_ will only get XXX|_|XXXXX (floor/ceiling |+ + +| you this: X|__P__|XXX separation | | XXX| |XXX at every level) |+ +| XXX|___|XXX However, when used correctly, the Stackables make possible the construction of deep shafts, long zig-zagging valleys, or huge open spaces. open "mine shaft" ->valley-> "quarry" _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |_ _ _|+|_ _ _| |+|+|+|+| |+ + +|+ + +|+ + +| |+| |+|+|+|+| |+ + +|+ + +|+ + +| |+| <-etc.|+|+|+|+|etc.-> |+ + +|+ + +|+ + +| |+|_ _ _ |+|+|+|+| |+ + +|+ + +|+ + +| |+|_ _ _| |+|+|+|+| |+ + +|+ + +|+ + +| X|__P__ _____|X <-- --> X| |X XXXXXXX| |XXXXXXX <-- --> X| |X XXXXXXX| |XXXXXXX <-- --> X| |X XXXXXXX| |XXXXXXX <-- --> X| |X XXXXXXX|_______|X <--___P_____--> X|________P________|X Note: a jump down the above 4-story mine shaft will kill the player. You can gain an extra floor within the 5-story grid by placing the bottom of a double-height room on the top level, shown here with Stackables (possible with regular tiles too): _ _ _ _ _ _ _ _ _ |extra| 6|bridg|bridg| X|_____P_____|X 5 |_ _ _| 5|+ + +|+ + +| X| |X 4 |_ _ _| 4| | X| | |X 3 |_ _ _| ; 3|+ + +|+ + +| = X| V |X 2 |_ _ _| 2| | X| |X 1 | | 1|+ + +|+ + +| X|_____ouch__|X To place items on the 6th floor, you must first position your intended 6th floor tile at a lower level somewhere. Place your items on that tile's top level, then toggle to the tile's bottom level; pick the tile up, carry it to the 5th floor, and drop it. You will get a message saying you will lose your items if you place the tile, but it's erroneous. You won't be able to see your item placements anymore, but they will be there on 6. Similar tricks won't work to open up a "basement" level, because when holding the double-height room by the top floor, you are not allowed to place it on floor 1. Keep in mind that any tile jutting up above the 5th floor will rob the sky away from any single-height tiles on the 5th floor, or from any double-height tile whose top level is on 5. High gets the sky, as always. However, you can also put single-height tiles on 6, containing items if desired. To do this, put the intended 6th floor single-height tile on 5. Then use the Mark or Highlight tool (drag a Select box) to mark/highlight it, along with at least one lower "tugboat" tile (my choice of the word "tugboat" is an analogy, there is no tile called "tugboat"... yes some folks will need this clarification). Grab your highlighted tugboat(s) and move it up one level, and any single on 5 will move up to 6 as a result. (Note: Use of a tugboat to push tiles into the 7th floor or higher and retrieve them again is the basis of "glitching"; see that section for details. When not intentionally glitching though, be careful not to push single-height tiles above 6. Anything left above the 6th floor will not connect, and therefore even a Stackable on 7 will automatically have a floor, thus cutting off the sky at the 6th floor/7th floor juncture. Player travel between tiles above 6 can only be accomplished through teleporter, but this can still be a useful feature if you want to create a secret room in an indoor level that is not visible even from the editor. Also note that pushing the bottom of a double-height tile from 5 to 6 will place the double-height tile on 6/7, with free travel possible to/from 7 in an up/down direction; however the top half of the tile will not connect to other tiles beside it on 7.) Designing outdoor levels containing tall structures of any kind is problematic, because any feature with height will be matched in height by the perimeter wall put up by the computer (the quarry effect). Here B represents simple buildings: _ _ _ _ _ _ _ |+ + +|_|+ + +| |+ + +|_|+ + +| _ _ _ _ _ _ _ |+ + +|_|+ + +| |+ + +|_|+ + +| |+ + +|_|+ + +| |+ + +|_|+ + +| |+ + +|_|+ + +| _ X| |B| |X X| |B| |X X| |B| |X X| |B| |X X| |B| |X X|__P__|B|_____|X X|__P__|B|_____|X Note that in such a quarry though, you can fashion crude edifices and megalithic statues. Doing so against a "cliff" wall spares some memory, as Stackables are needed to create any empty space around the creation, and Stackables can add up quickly and become quite expensive to the memory. Here, N's are Null tiles (vacant grid space) used to create an edifice in combination with Stackables and ordinary small tiles (quarry walls are not shown in the representation illustrations): man skull sphinx (profile) _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |+|_|_|N|_|_|+| |+|N|N|N|N|N|+| |N| |+|+|+ + +| |+|N|N|N|N|N|+| |+|N|_|N|_|N|+| |N|N|+|+|+ + +| |+|+|_|N|_|+|+| |+|N|N|N|N|N|+| |N| |+|+|+ + +| |+|+|N|N|N|+|+| |+|+|N|N|N|+|+| |N|N|+|+|+ + +| |+|+|N|_|N|+|+| |+|+|_|_|_|+|+| |N|N|N|N|+ + +| _ O__|X|__O |XXXXXXXXX| |X|O |XXXXXXXXX| |X| |X| |X| |X|X| _|X|_ |XXXXXXXXX| |X|_ |XXXXX| |XXXXX| |XXX| _P_|X|_|X|___ _P_|D|D|D|___ |XXXXXXX|__P__ The O's are ornamental items in the man's hands and on top of the sphinx's head, and D's are doorways at the skull's teeth. Here's a pic of the sphinx: 2810437 The more complicated the structure, the more difficult to visualize and execute, especially given the restrictions of the top-down placement visual and the 3-level-only 3/4 view in-game. Also, the tile sets can be limiting in creating imaginative yet sensible outdoor constructions. The best looking options for making building-block statues would be Egyptian (take tile rotation into consideration to avoid unwanted features), or Lab for a futuristic sci-fi look. While Horror has some nice stonework, you have to be careful of paintings and wallpaper being hung in the great outdoors (everything outdoors in Horror is better covered in the stone of tile #27, which can be expensive to the memory.) Before you start building your outdoor level, check out the sky before you start placing tiles. I had used the above sphinx in a map, when I later realized it would be much more impressive with the sun beaming over the quarry wall above it, visible from the starting point; I had to flip it around the other way so the sun was in the right position. If you drag a select box over all the tiles in each level, you can reorient an entire map very quickly. If you ever need to do this, be sure to save the map beforehand, because once when I was doing this with a very large map, the game froze. Stackables can be used in conjunction with ordinary tiles, or with unmapped grid space, to create floating platforms: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |+ + +|_ _ _|+ + +| |+ + +|+ + +|+ + +| |+ + +| |+ + +| |+ + +|+ + +|+ + +| |+ + +|_ _ _|+ + +| |+ + +|N|N|N|+ + +| |+ + +|+ + +|+ + +| |+ + +|+ + +|+ + +| |+ + +|+ + +|+ + +| |+ + +|+ + +|+ + +| X| _____ |X X| |X X| |X X| _____ |X X| _____ |X X| |XXXXX| |X X| |X X| |X X|________P________|X X|________P________|X Using this feature in conjunction with building-block manipulation, you may find it fun to fashion a hovering spacecraft: construction view top view front view (profile) (ship only) (ship only) _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |+ + +|_|_|_|+|_|_|+ + +| |XXXXX|_|X|_| |XXXXX| |+ + +|N|N|N|+|N|_|+ + +| |XXXXX|XXX|_ |X| |+ + +|+|+|N|N|N|+|+ + +| |XXXXX| |X|_| |+ + +|+|+|+|+|+|+|+ + +| |+ + +|+|+|+|+|+|+|+ + +| X| _____ ___ |X You could build diagonally too, for a X| |XXXXX| |X|_| |X simple delta wing or otherwise X| |XXXXX| |X "pointy" type craft. Use platforms X| |X (floors, F) as opposed to blocks to X|____P__________________|X give the "wings" a sharp edge. _ _ _ _ _ |FFFFFFFFF| |FFFFFFF| "B1" top view: |FFFFF| |FFF| |F| The engine nacelles of the first ship are a Null tile plus a small corridor, opening to the rear. Use of internal lighting can help convey an engine effect. Pulsating "UFO" lights could be put on the bottom too, especially on the second ship. Constructs, or portions thereof, can be given a "paint job" by manipulating the light within each tile along the surface of the construct. Some tile sets accept color changes better than others though.* Changing much color in Egyptian, if not a universal change, results in the quarry walls and floor glitching out (a discotheque effect), but not so in Military. Note also that when in the immediate vicinity, the Player and enemies turn that same color, since it really is "light," and not paint (which is the drawback of trying to paint an entire floor green for grass). To get black (or as close as you can get to it), position the cursor over any of the colors in the light color palette, and choose Edit. You can custom-make colors my mixing red, blue and green. Slide the bottom brightness bar all the way to the left for the darkest color possible. The default darkest gray (top right corner of palette) is not the darkest possible. The tile will appear darker if it has no "light source" within it (i.e., a light bulb or a torch as part of the tile design). For tall structures it is possible to hide quarry walls in darkness to simulate an open sky on a moonless, overcast night (choose Abstract sky). Here B = Black lighting: _ _ _ _ _ _ _ _ _ _ _ _ _ | |+ + +|_|+ + +| | X| B |_| B |X |+ + +|+ + +|N|+ + +|+ + +| X| |X| |X | |+ + +|N|+ + +| | X| B |X| B |X |+ + +|+ + +|N|+ + +|+ + +| X| |X| |X |+ + +|+ + +|N|+ + +|+ + +| X|__B__ |X| __B__|X |+ + +|N|+ + +| XXXXXXX|__P__|X|_____|XXXXXXX *Noted lighting problems may be unique to the Gamecube version, as I haven't seen them duplicated during my limited experimentation on XBOX. To correct a similar lighting problem in Horror on Gamecube, resetting all the lights after the map was finished, then adding the lighting elements as the final step eliminated any disco effects. Also, in one instance deleting a window that separated a white and a black light was seen to help in Horror (no solution has yet worked for me in Gamecube's Egyptian). Doors and Teleporters ------------------------------------- Doors can be placed along floating Stackables, either for decorative use, or to serve a purpose (hiding a drop-off from an unsuspecting player, or to construct vertical ventilation shafts on a wall or chutes in the air). Teleporters can be used to provide the illusion of added height to an environment, especially for indoor levels. Use of doors or lighting can help facilitate this illusion, as darkness or doors can hide any dissimilarity between points A and B. Here is a small teleporter trick, with T being a single pair of teleporters and D's being doors on either side of each: Bottom floor. Top floor. Teleporter input Teleporter output _ _ _ _ _ _ P->|_DTD_| |_DTD_|->P (left door always unlocked, (left door always locked, right door always locked) right door always unlocked) The door is "unlocked" when the Player touches the glowing teleporter orb. Message actions can help with the suspension of disbelief. For instance, upon reaching the 1st teleporter tile, a message "Please submit to scanning" could be displayed, and at the 2nd teleporter tile, "Access granted" could be displayed. Platforming ----------- Add some thrills to your level by adding in some platforming elements. Make some raised tiles join diagonally, so that the Player on top must walk diagonally across them. At first it may seem impossible within some tile sets, but if the aiming reticule is placed precisely over the necessary crossing point, it is very possible, even with diagonally-placed death trap tiles. The Player hoofing it can jump across a single grid square, but only if the landing spot is 3 floors down. A vehicle can cross a 1- square gap if the landing spot is only 1 floor down. A 4-story drop will kill the Player. However, you can safely take a 6-story plunge (from a double-height stackable on 6/7) if driving a vehicle. If a necessary drop is 4 floors or more, and there's no vehicle, well, you'll need to jump into an inertia-dampening teleporter. Now THAT's a thrill. OR, put a vehicle at the bottom and try to land on those soft plush seats (hit the "enter vehicle" button at the last second, for the regular climbing-in animation). Due to the limited falling distance in the grid, a pedestrian will not be able to jump a two-square gap in Story mode (in other modes it is possible, using the Speed pickup). The military buggy (Zeep) can jump a 3-square gap, and the turbo buggy can jump a 4-square gap, provided the height is right. The Zeep can make it across 4 death trap tiles, though, if you nose it down and bounce over the last one, so maybe the buggy can do that over 5 (haven't tried). Leaping across a death trap tile is possible. Trying to jump one with a vehicle gives inconsistent results, though. If you try to jump multiple rows of death tiles and the result is death as soon as you get the vehicle above the first death tile, remove the first death tile and you should be fine to make it over the rest. You can also try placing the problem death trap tile lastly to correct this problem. Progression puzzles based on platforming can be quite fun to design, and you can make some nifty puzzles by requiring use of the cat-cam to do stuff... The Amazing Strudel ------------------- Unlike the vehicles, the cat-cam can jump the Ramp items you can place within the tiles (as seen in the sample map Cat Racing Xtreme), and can go backwards up the steep slide tile. It can go super fast to potentially beat a timer, provided the flooring is right and there are no bumps or snags (maybe you want the bumps and snags for a timer challenge). In Story mode, Strudel counts as you, so Location Reached logics can be activated (say you want to activate an out-of-reach pressure- plate). The cat-cam can go through a death trap tile, but getting out is a matter dependent upon tile set and tile arrangement. With enough distance you can get up enough speed to bounce off a spike and out of the recessed area, but note that Cortez can easily toss the cam over to the other side of a death trap with the uplink, eliminating a potential quagmire (hitting the "operate cam" button while holding Strudel in mid air will both operate and launch at the same time). Strudel can navigate diagonally-placed death trap tiles without falling into the recessed area. Strudel cannot touch enemies (unless you fling her at somebody without operating the cam) and enemies will pay her no attention... but she can relocate explosive items by pushing them, and can blow them up by ramming them at high speed, thus destroying switches or killing an out-of-reach baddie. She can also serve as an explosive assassin by delivering remote mines placed on her back. (Ryan_the_gamer, 7/28/2006) Last but not least, she can be manipulated as a last or only-resort weapon, by flinging her with the temporal uplink. ==================================================================== The Mysteries of Memory, Revealed (more or less) ==================================================================== Beginners and veteran mapmakers alike are often confronted by space limitations, as there is only so much you can do in one map. However, the memory bar in the top left corner of the screen is deceptive in its depiction of remaining memory. Misconceptions and false assumptions about this bar have resulted in many a map being "finished" prematurely, and have even resulted in a supposed "Mapmaker Memory Glitch" being circulated, which has been mistakenly claimed to enable the placement of more tiles and items than normally possible. Here is the rub of the memory bar: the one bar is used as an indicator of two separate memories, not just one. There is a TILE memory, and also an ITEM memory. The single bar only shows WHICH of the two memories is lowest. For instance, if the TILE memory is at half, you can then add items until the ITEM memory gets down to half, and the single memory indicator will not move at all beyond the halfway mark. Once you get lower than half of the ITEM memory though, the bar will start getting shorter again, because ITEM memory is now lower. And vice versa. If when the one bar is threateningly empty, you try to place one more tile and get a "no more memory" message, you still might have plenty of ITEM memory left. And if you get the message when you are trying to place another item, you may in fact still have plenty more TILE memory left. ITEM Memory ----------- In addition to this confusion, some "items" in the item menu do not take memory away from the bar(s) at all; these are the various start points (start all, red team, blue team, blue assault, red assault). 32 start points can be placed (any combination of all/red/blue) and in addition 32 assault starts can be placed (any combination of red and blue), independently of the TILE/ITEM memory indicator. When both the TILE memory AND the ITEM memories are empty, you can still place a ridiculous number of start points! Separate from any start points, 50 "real" items can be placed to take the ITEM memory bar down to zero. Any "real" item placed, be it a vehicle or a box of bullets, consumes 1/50 of the ITEM memory. Although you can always place 50 total items (in addition to any start points), most individual items carry a lower cap on how many can be placed in a map. Here are the item placement caps: Guns: 32 Health: 16 Armor: 16 *Powerups: 12 Bags and bases: 1 bag and 1 of each base (duh) Gun turrets: 8 Switches: 20 Autoguns: 8 Ceiling cameras: 8 Moveable objects (any): 20 Cars: 4 RC Pets: 4 Each color key: 2 (total 8 keys) Zones: 4 Features (any): (no cap, can place 50) Doors: 40 Windows: 30 Collectible (from Trigger menu): 32 *It should be noted that Powerups will not appear if map is played in Story mode :( For Story mode maps, choosing the Drop Gun option for Story AI and placing any keys in AI inventory will NOT detract from the ITEM memory; it is then recommended that for strictly Story mode levels, guns and keys be obtained in this manner so you can still place 50 other items. Note that it must literally be a "gun" for it to be dropped (AI will not drop grenades, mines, bats, or bricks). TILE Memory ----------- While each item takes the same amount of ITEM memory space (2.0%), tiles on the other hand consume varying amounts of the TILE memory. The simplest tiles you can place the most of, at a maximum of 200 (0.50% of the TILE memory). Below is a list of the individual tiles and the approximate memory consumption for each (enough digits are shown to tell which is "bigger" in the memory). Maximizing map "volume" can be accomplished by incorporating tiles of the same or larger volume that consume less equivalent memory. For instance, substitute a #31 where possible for any #13, and you can economize greatly on the TILE memory. (Some notes to the right don't pertain to memory; certain tiles might be desired despite memory consumption) Corridor 1. Small Open....................0.50% 2. Small Open Pillars............0.50% 3. Small Open Alt................0.50% 4. Small Open Alt. Pillars.......0.50% 5. T Junction....................0.50% 6. T Junction Pillars............0.50% 7. Corner........................0.50% 8. Corner Pillars................0.50% 9. Small Corridor................0.50% 10. Double Corridor...............0.50% <- Best choice for long 11. Open Corridor.................1.83% straight corridors Large 12. Large Open....................1.55% 13. Large Open Low................1.17% 14. Large Bridge Cross............1.54% Surprisingly not much 15. Large Bridge..................1.58% more expensive than a 16. Large Pit.....................1.06% <- 9 + 10 for the same 17. Large Bridge Ramp.............1.58% distance Small 18. T Junction....................0.59% 19. Funnel........................0.50% 20. Small Room....................0.50% 21. Small Room Mirrored...........0.50% Ramp 22. Ramp..........................0.50% 23. Crab Ramp.....................0.90% 24. Stair Room....................0.51% 25. Stair Room Mirrored...........0.51% Good for "hiding" items 26. Large Ramp....................1.92% <- under the ramp Stackable 27. Small Open S..................0.50% Stairwells must be 28. Alt. Small Open S.............0.50% stacked with matching 29. Stairwell S...................0.97% <- rotation for stairs to 30. Stairwell S Mirrored..........0.97% appear. Use in single as 31. Large Open Low S..............0.87% an economical roof to 32. Large Bridge Cross S..........1.54% 20 or 24 in outdoor areas 33. Large Bridge S................1.57% (must be on top level) Trench 34. Trench........................0.99% Extremely bad choice 35. Trench Ramp...................4.76% <- when there are far 36. Trench Corner.................1.11% more economical options 37. Trench Corner Ramp............1.11% for getting out of a 38. Trench Corner Ramp Mirrored...1.11% trench Bunker 39. Bunker Wall...................1.98% 40. Bunker Wall Gap...............1.98% 41. Bunker Wall Ramp..............1.98% 42. Bunker Corner.................2.06% 43. Bunker Corner Gap.............2.06% Special 44. Slide*........................0.66% 45. Death Room....................0.05% *An anomaly occurs for the Slide in that if placed individually, only 151 can be placed, but if an initial 10 are increasingly doubled by dragging a Select box and copying, 160 can be placed, seemingly exceeding the TILE memory; delete 9 of the 160, and they cannot be replaced. If all you want to make are strictly multiplayer maps, tiles and items are all that need be worried about. But if you want to create maps to be played in Story mode, memory issues can start getting complicated. LOGIC Memory ------------ The basics here are that you can have up to 50 Triggers and up to 50 Actions*, and up to 30 Logic Operations, each one (Trigger, Action, and the linking Logic Operation) taking away from the single memory bar, and each type taking up varying amounts of memory, much like the tiles. However, Logic in relation to the memory indicator is at this point quite baffling to me. If the memory is entirely consumed by LOGIC before placing the first tile, you will not be able to place a tile; if you delete just enough logic to place some tiles, you can only add so many items (or so many story AI or start points); so it appears that LOGIC takes away from both TILE and ITEM memories, and from the "others" too. Yet if you more realistically max your TILE and ITEM memories first before constructing your LOGIC, you can still create what should be an adequate amount of Triggers, Actions, and Logic Operations. If you are trying to create LOGIC and you get the "no more memory" message, you may sacrifice tiles and items for more LOGIC memory, quite unlike the situation for tiles vs. items. However, note that when the LOGIC memory is full, not all LOGIC options will return the "no more memory" message but will instead freeze the game (e.g., trying to add a Reset Action will do this). Since I have not yet extensively tested Logic, I am aware of only 3 more caps here: 1. When setting up a Tile Lights Action, you can only select 10 lights to change. (If you want a Trigger to change more than 10 lights, you could simply create a list of another 10, etc., and have your Trigger activate multiple Tile Light Actions.) 2. Similarly, when setting up a Location Reached Trigger, no more than 10 cells are allowed per location. (I can't think of why you might want more.) 3. And you can have up to 8 Assault phases. (Further testing needed. Reader contribution extremely welcome in explaining LOGIC relationships to memory in more detail.) *According to a pop-up message within the Mapmaker, you can only have 30 of either, but this erroneous message only comes upon trying to make the 51st Trigger or Action. Story AI Memory ----------------------- 50 story AI can be placed, on top of a full TILE memory and on top of a full ITEM memory, but it is highly recommended that you stick to the simultaneously-spawned maximum of 19. When memories are full, the risk of game freeze is high with large numbers of AI, and use of the zoom function will almost guarantee a freeze. This may not be a problem if you keep at least SOME white in the memory bar. (Further testing needed; reader contribution extremely welcome, especially for consoles other than Gamecube.) ==================================================================== Tile Sets ==================================================================== Each wall-free edge of every tile actually has its own wall, which will be erected by the computer if there is empty space beside it, or if that edge butts up against the permanent wall of another tile. Some of these temporary walls you may never see, depending on how you happen to place the tile in relation to other tiles. Below are some features of note found in each tile, including these temporary walls. (Please reference the Memory section for the full tile name; tile numbers are used here for brevity and consolidation of like features.) If you want to implement the noted feature (or for that matter exclude an unwanted temporary feature), preview the tile as a stand-alone, so as to figure out how to keep (or exclude) any temporary feature. Why is this important information to include here? Aside from the obvious use of providing varied visuals, any "set-piece" can be used to construct solvable riddles or to advance plot points in Story mode levels, by creating objectives and employing Logics which are a little slyer that "destroy this" or "activate that." For example: Simple Objective: Find the map and see where Khallos plans to use his weapons of mass destruction. Simple Logic: Location 1 Reached (in front of the map on the wall) = Message Displayed, "Found the map!" That would be the very simplest of uses for set-piece features; uses can get much more complicated depending on your imagination. -------------------------------------------------------------------- MILITARY -------------------------------------------------------------------- Default tile set. Many signs and painted numbers. Corridor 1,2.........9 3,4.........(blocks) 5,6.........15 7,8.........2 9...........10 10..........1, windows, on/off switch 11..........windows, Zone A1, on/off switch, no trespassing signs Notes: With proper tile rotation/linkage, tiles 10 or 11 can be used as the outside of a nice building rather than as the inside, due to the windows. Using 10 results in surrounding walls though. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Large 12..........12 13..........13 14..........14, map (off center), high voltage x2, level 6 clearance 15..........map, high voltage box 16..........acid warnings 17..........map, high voltage box - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Small 18..........level 6 clearance, security 3 x2 19..........19, 2, security 3 20..........security 3, high voltage box x3, floor drains 21..........same as 20 but with backwards writing (hmm... backwards writing...there's a story there, something involving a dimensional travel mishap, perhaps?) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ramp 22..........3 23..........20, level 6 clearance 24..........Danger 25..........Danger backwards 26..........12 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Stackable 27..........9 28..........(blocks) 29-31.......N/A 32..........14, map (off center), high voltage x2, level 6 clearance 33..........map, high voltage box - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Trench (has warheads and ?turbines?) 34,35.......26 36-38.......8 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Bunker 39-41.......12 42..........21, caution 43..........caution - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Special 44..........16 45..........mines with warning -------------------------------------------------------------------- LAB -------------------------------------------------------------------- Not much different in here. If you want a tile set to get a Player lost, this is it. A few monitors hanging here and there, but other than the pit room, it all looks basically the same. Use to build spaceship or space station levels (Blue DonkeyKong, 6/30/06). I hear some pipes release steam when you shoot them... -------------------------------------------------------------------- EGYPTIAN -------------------------------------------------------------------- "gods?" painting too numerous to mention. Egyptian is the only tile set that will allow a Speed Pickup pedestrian jump of a 2-square gap within the safe 3-floor falling distance (modes other than Story).* Corridor 1,2.........queenless king facing left, 2-strip scene 3,4.........smallish blocks on 1 wall 5-8.........N/A 9...........vertical tablet, "gods?" squished 10..........N/A 11..........lovers, 2-strip scene (also a good example of "gods?") - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Large 12..........dog 13..........boat 14..........dog 15..........square tablet recessed 16..........spikes 17..........square tablet recessed - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Small 18..........1 torch, juxtaposed vertical tablets, bas relief x2 19..........mirrored "gods?" facing 2 torches 20..........queenless king facing right 21..........queenless king facing left - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ramp 22..........2-strip scene 23..........bas relief overhanging, lovers up high 24,25.......3 torches 26..........2-strip scene and dog up high, white god alone - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Stackable 27..........N/A 28..........smallish blocks on 1 wall (good for crude statues) 29,30.......N/A 31..........queenless king facing right, harpist 32..........dog 33..........square tablet recessed - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Trench 34,35.......N/A 36-38.......winged scarab - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Bunker 39-43.......harpist, lovers, 3 figures with pets - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Special 44..........N/A 45..........bloody spikes -------------------------------------------------------------------- HORROR -------------------------------------------------------------------- Paintings = girl, boy, sis, bro, mom, pop, granny, family, bowler, coat; multiples listed within parentheses. Corridor 1,2.........all stone 2,3.........half stone, half interior 5,6.........all interior, floor door 7,8.........girl 9...........all interior 10..........bookcase w/brain, bloody prints, (pop, family, bowler) 11..........girl, (sis, mom, boy) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Large 12..........(granny, pop, sis), (coat, bowler, boy), bookcase w/ eyes, large bookcase, small bookcase 13..........fireplace w/cow skull, chains, floor pentagram, family, mom, bro(floor) 14..........bloody prints climbing wall, chains 15..........family, (mom, bro) 16..........wall pentagram 17..........family, (mom, bro) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Small 18..........fireplace w/altar, swords/shield x2, bloody prints 19..........figurines (1 broken), pentacle book on stand 20,21.......chains, skull, floor door - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ramp 22..........cellar doors 23..........swords/shield 24,25.......cow skull 26..........big cat rug, swords/shield, swords/pentacle shield, (boy, bro, coat), family, (sis, mom, granny) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Stackable 27..........all stone 28..........half stone, half interior 29,30.......stone, wood ramps 31..........all interior; 2 differing skulls, 3 femur bones 32..........bloody prints climbing wall, chains 33..........family, (mom, bro) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Trench 34..........casket, skull, bone 35..........casket, skull (bone is under ramp; entering under ramp makes the ramp an invisible wall from that direction) 36..........skull w/bone, casket 37,38.......skull w/bone (casket is under ramp; entering under ramp creates one-way travel through invisible wall) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Bunker 39-41.......mom, family, bro 42,43.......pop, granny, coat, boy, sis, bowler, cow skull - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Special 44..........bloody prints 45..........origin of bloody prints! -------------------------------------------------------------------- VIRTUAL -------------------------------------------------------------------- ...uh, no features, at all. Good for simulating MGS VR missions for attempted stealth play involving patrolling guards. But where's Captain Snow to play my Genome Soldier? Virtual creates invisible wall effects in Trenches, same as Horror. Another similarity between these two tile sets is a double barrel for the exotic turret gun item. *In other tiles sets, the 2-square gap jump is possible, if a vehicle is parked close enough to enter, on the edge of the 3rd floor down. *** Open request for any known special features, unique to a particular tile set, that would alter gameplay by choice of the tile set. Like in TS2 a certain tile in one set might have a ledge you could walk on that wasn't there when you changed tile sets, or like the steam pipes in Lab here. Know any? *** ==================================================================== Story AI ==================================================================== The Story AI are highly perceptive, in that they don't need to spot the Player, or see another enemy attacked, in order to start seeking/attacking the Player. All they need to do is see some other enemy reacting, and they will join the attack. This makes the direction they face, and their placement in relation to one other very important things to consider. If they are placed facing the same direction and in one long row, only a single AI on the very end needs to spot the Player and all in the row will react with equal timing. That's some mighty good peripheral vision and reflexes. Spreading them out and facing them in different directions will correct this "group consciousness" effect. Though somewhat "smarter" in this respect than previous TS AI, an unarmed Story AI is unable to pick up weapons that might be lying around, and will remain unarmed until dead. The "ancestral memory" glitch from TS2 has been fixed, so that Spawn and Wait enemies won't come gunning for you when their forefathers die. In TS:FP you can place 50 baddies... with some restrictions. You can only have 19 of these 50 materialized in the map at 1 time, so don't plan on having all 50 spawned at Game Start. One of the 1st 19 will have to lose all of the lives assigned to it before number 20 will spawn on the map. There is one simple condition that must be met within the construction of the surrounding environment, or the Story AI will not behave properly. This is that there must be NO barriers (windows, gaps, death traps, ramps, whatever) that keep the AI from doing the Player harm. If there is an AI separated from the Player by some barrier, they must have a gun to shoot with; if they don't, then they will soon freeze, and even when the barrier is subsequently eliminated (say, Player hops down to them from a higher level), the AI will stand there like an idiot and do nothing but point their gun hand. If there are multiple AI, you can get some of the others to act normally again by attacking or killing one of them, but results vary. Placement of Feature items near hallway entrances, corners, or other bottle-neck areas in the map -- Features which the Player can easily walk around -- will impede the progress of Story AI, and become an impassable barrier for them. Rotation of the item may or may not allow a "doorway" for the AI to pass. Ramp items, which are used to create one-way travel through a hallway, will snag the AI if the Player is watching. Though they will try forever, they cannot go over the top while being watched; but they will instantly go over as soon as the Player looks the other way. In this guide, individual characters are placed into Classes based on general behavior and attributes. So that there will be no confusion between Classes and Bot Sets, I'll call the Classes Normal, Zombie, and Robot. AI Classes ==================================================================== Normal Class -------------------------------------------------------------------- Your basic AI, which spawns standing up and on watch, regardless of Bot Set. Mannerisms and mobility are always "human," although aliens, cyborgs, and fantasy creatures abound. When armed and aware of the Player, Normals will travel normally, and will dance around trying to get a good shot at the Player while trying to make themselves a difficult target. However, unarmed or bat-wielding Normals (essentially unarmed) can only travel in straight lines directly East-West, North-South, NW-SE, and NE-SW (like this): \ | / \|/ <---X---> /|\ / | \ so they often take what looks like a long way around in order to get to the Player. When unarmed and in large numbers, each Normal will take the "nearest" route, running in formation and executing precision turning that not only looks pathetically hokey, but can cause them all to get hung up on one another when converging from different directions. An unarmed or bat-wielding Normal behind a barrier will run a ten- mile course to get at the Player, provided that such a course exists. If there is no route to reach the Player to facilitate physical contact, they will soon blow a gasket and freeze, without approaching the barrier. Normals utilize many weapons in a ridiculous rapid fire (grenades, mines, bricks, flares, harpoons...) With health at the default setting, Normals die with one head shot. Most Normals die instantly from flamethrower flame, with a few exceptions noted in the Character table. A Normal that is armed (bat doesn't count) will run to and man a nearby turret gun item, or will take a defensive position behind a barricade item. Normals will dive to avoid grenades. If remote mines are placed on the front of a Normal, perpetual diving and somersaulting begins. The next two classes are somewhat schizophrenic, in that they behave like Normals (human mannerisms and mobility) if they think no one is watching. Zombie Class -------------------------------------------------------------------- Bot Set chosen will affect the spawning behavior of the Zombie Class AI. In any of the pre-set Bot selections, anything other than Spawn and Attack Zombies start out lying on the ground and will not awaken to spot the Player until approached. If you place a Zombie Class character in your Mapmaker Custom Bot Set, however, the Zombie character will start out standing up and on watch (patrol possible when acting "human"), and for a split second after they spot the Player will act exactly like a Normal character until the characteristic shambling Zombie behavior kicks in. Note that a character does not have to look like a reanimated human corpse to be in this Class. When armed with a firing weapon, Zombies will continually advance in a B-line towards the Player, whilst firing. If there is a barrier in the way, they will fire but not advance. If a way exists around the barrier, the firing Zombie will take that route to get to the Player once the Player is no longer within their direct line of sight. When unarmed (or with bat), Zombies will not follow the N/S/E/W rule of unarmed/batter Normals, but will still realistically shamble in a B-line for the Player, even in the presence of a separating barrier. They will advance towards the barrier but stop upon reaching it, as long as the Player keeps an eye on them. BUT... when the Player's back is turned, the unarmed/batter Zombie will "phase" through the barrier. This phasing behavior of unarmed/batter Zombies happens whether they are trapped or not at all trapped; they will walk across gaps, through death tiles, windows, and ramp items, and even float up to a higher level, as long as the away-facing Player remains in their line of sight. If the Player faces them and waits for them to reach the barrier, the trapped ones will freeze, sooner or later. However, killing another AI may unfreeze them and they could again potentially pull a Kitty Pryde. Although Normals are also known to mysteriously cross barriers when trapped, it is nowhere near as bad as in Zombies, because the unarmed/batter Zombies do it 100% of the time, if so allowed. Zombies (armed or not) will take an available ten-mile course around a barrier to get to the Player, but if the Player is within their direct line of sight, the armed Zombie will stop to fire (similar to an armed Normal), and the unarmed/batter Zombie will abandon the ten-mile course to B-line towards their quarry. If the Player removes himself from their line of sight, they will resume the ten- mile course (assuming the unarmed/batter Zombie was not given a chance to phase). Zombies fire weapons at a slower rate than Normals (no ridiculous rapid fire here), and though they appear to be rather clumsy about it, can still hit their target. Head shots kill Zombies like Normals, but beheadings make them more vulnerable; i.e. the ones that can be beheaded can die with a beheading head shot from an ElectroTool, whereas Normals will not die with a headshot from that weapon. Even with health set to Tough Guy, you can get an instant kill with a beheading. The unarmed Player cannot execute an instant beheading with the fists (default AI health setting). Zombies catch fire and burn a while before dying (one exception in Crispin). Zombies will not use a turret gun item or barricade under any circumstances. Zombies will not dive to avoid grenades and mines, but the initial release will startle them if they are caught unawares and in their "human" state. Any time a mine is placed on the front of a Zombie, they break character and panic for a moment (pretty funny). Robot Class -------------------------------------------------------------------- When unaware of the Player, Robots exhibit human mannerisms and mobility. When aware of the Player (and armed), they will plod slowly along like... a robot. If unarmed however, they continue to act like a Normal, and start running towards the Player as though human, conforming to the N/S/E/W rule. If armed with a bat, they think the bat is a gun, so they try to fire it, plodding slowly along to keep the Player near and in their sights, B-lining unless they have to turn with the map. They won't swing the bat, so are harmless. Robots will not advance on the Player if the Player's back is turned (unless they are unarmed and running), so there is no Zombie-like phasing through barriers if the Player is within their line of sight. If they are trapped, they do not advance, armed or not. If there is a ten-mile course to reach the Player, the armed Robot will start the plodding trek as soon as the Player leaves their direct line of sight (unarmed ones take it immediately at a Normal's trot.) Robots, like Normals, utilize many weapons in a ridiculous rapid fire (grenades, mines, bricks, flares, harpoons...) With health at the default setting, Robots die with 2 head shots. Robots are impervious to flamethrower flame. The main mode of the ElectroTool will not hurt them, but if they are armed, the shock will paralyze them for a brief second or two. If they are unarmed, there will be no paralysis effect to slow down their chase. If they are trapped, there will be no paralysis effect to slow their firing rate. If they are in extreme close proximity with another AI there will also be no paralysis effect. Like Zombies, Robots will not use a turret gun item or barricade under any circumstances. Robots will completely ignore both grenades and mines, even mines placed on their face (the 1st release of a nearby grenade/mine will startle them during their split second of human behavior.) Individual Characters: Class, Availability, and Special Notes ------------------------------------------------------------------ Most of the 150 characters you can already use somehow from the outset, as even if they are locked (*), some may appear in the pre- set Bot selections; conditions of unlocking each character are conveniently displayed within the gallery, in-game. Names of the locked are not displayed in the gallery, but you can use the list below as a reference; top to bottom in the roster = left to right, top row to bottom row in the gallery. For a Bot Set, Mapmaker Custom is obviously the best choice for your own mix-and-match opposition, but remember that Zombies will not spawn in their natural sleeping state. The character stats visible when selecting your avatar for multiplayer action (speed, fire proof, etc; see ---Freak---'s Character FAQ at Gamefaqs.com for a rundown), are not applicable to Story AI but there instead seems to be a whole new hidden set of stats for Story. For instance, in multiplayer, most Zombies are supposedly weak against fire and strong against shock, but in Story they are clearly the most resilient against fire, 2nd to Robots, and seem to react to ElectroTool shocks no differently than most Normals (beheadings not withstanding). Also, note that while Stone Golem has equal fire proof and shock proof rankings in multiplayer, in Story he is impervious to flame but can be killed easily enough with the ElectroTool; in Story the Freak and Berserker Splitter have fire resistance that belies their stats; Jo-Barf Creepy can't possibly be among the fleetest of foot when she shambles like a Zombie. Many other examples can be spotted, but in short, don't pay the stats any attention for use in Story. ***My intent is to have an in-game pic available here for each character as a quick online visual reference. A special thanks to FB who posted a saved profile (coyote) with all characters unlocked, at gamecube-saves.com. Pics will slowly be added (10 here to start)*** Character Table Abbreviations Classes: Normal = (nothing, if Normal) Zombie = Z Robot = R Bot Sets: Mapmaker Custom = open or (*) at outset Mapmaker = M Undead = U Assorted = A Cyber = Cy Femme Fatales = FF Freaks = F Sidekicks = S Creatures = Cr Henchmania = H Baldies = B Available in Bot Set -------------------------- Character Class MC M A FF S H U Cy F Cr B PIC ================================================================== Cortez-----------------------open------------------------ Henchman Cortez--------------(*)------------------------- Dr. Cortez-------------------(*)-----------------------B- Time Assassin Cortez---------(*)------------------------- 3945924 Captain Ash------------------open--------S--------------- Harry Tipper-----------------open---A----S--------------- Swinging Tipper--------------(*)---------S--------------- Jo-Beth Casey----------------open-----FF-S--------------- Amy Chen---------------------open---A-FF-S--------------- Dr. Amy----------------------(*)------------------------- R-110-------------------R----open---A----S-----Cy-------- Victorian Crow---------------(*)------------------------- A special Normal, impervious^ to flame. Karma Crow-------------------(*)------------------------- Jacob Crow-------------------(*)------------------------- A special Normal, impervious^ to flame. Mad Old Crow-----------------(*)------------------------- A special Normal, impervious^ to flame. Anya-------------------------(*)------FF-S--------------- Captain Fitzgerald----------"open"----------------------- Nobby Peters-----------------(*)------------------------- Sapper Johnson--------------"(*)"----------------------B- Tommy Jenkins---------------"(*)"------------------------ In Mapmaker Custom, the above 3 with "" are clones of Nobby Peters in a Story map; apparently a programming blunder. Ivor Baddic------------------open------------------------ Pulov Yuran-----------------"(*)"------------------------ Comrade Papadov-------------"(*)"------------------------ Above 2 are clones of Ivor in Story. Warrant Officer Cain---------(*)----A----------------Bx2- Warrant Officer Keely--------(*)------------------------- Deep Diver-------------------(*)------------------------- 3945941 Jungle Queen-----------------(*)---------S--------------- 3945946 Robot Louis Stevenson---R----(*)---------------Cy-------- 3945955 Onboard machinegun overrides Unarmed. If hit with a Player's surprise bullet from up high, RLS will freeze; though machingun will fire slowly, bullets will not connect. No head shots. John Smith-------------------open------------------------ Jim Smith-------------------"(*)"------------------------ Clone of John in Story. Fergal Stack-----------------(*)-----------H------------- Khallos----------------------open----------------------B- (He's not even bald!) Booty Guard------------------(*)------------------------- Kitten Celeste---------------(*)------FF-S--------------- Henchwoman-------------------open----------H------------- Elite Henchwoman-------------(*)-----------H------------- Henchman---------------------open----------H------------- Elite Henchman---------------(*)-----------H------------- Vlad the Installer-----------(*)------------------------- Leonid-----------------------(*)-----------H------------- Oleg-------------------------(*)-----------H------------- Dr. Peabody------------------(*)------------------------- Nurse Gulag------------------open------------------------ The Deerhaunter--------------open-----------------F------ Carrion Carcass---------Z----(*)-------------U----F------ No head shots, obviously. Headsprouter------------Z----open-M---------------F------ No beheading, obviously? Mr. Fleshcage-----------Z----(*)-------------U----------- While no head, head shots count. Clip Clamp--------------Z----open-M---------------------- Crispin-----------------Z----open------------------------ Was of Normal Class in TS2, wasn't he? Brain well done now. Impervious to flame^; no beheading. Not the only TS2 character whose Class status has changed. Gideon Gout-------------Z----(*)------------------------- Daisy Dismay------------Z----(*)-------------U----------- Jed---------------------Z----(*)------------------------- Arthur Aching-----------Z----(*)------------------------- Gilbert Gastric---------Z----(*)-------------U---------B- Jo-Barf Creepy----------Z----(*)-------------U----F------ Though not an actual zombie by looks, can be beheaded. Gladstone---------------Z----open------------U----------- Blanche Deadwood--------Z----open------------U----------- Gaston Boucher---------------(*)------------------------- Dr. Lancet-------------------(*)----A-------------------- Dr. Pustule-------------Z----open------------U----------- Nurse Tourniquet-------------open------------------------ Nurse Sputum------------Z----(*)-------------U----------- An actual zombie in the Zombie class that does not behead like other zombies. When on fire, the fire soon goes out, but she will still die not long afterwards. Lenny Oldburn----------------open---A-------------------- Edwina-----------------------open------------------------ Deadwina--------------------"(*)"------------------------ Clone of Edwina in Story, so what you get is a Normal. If she was supposed to be a Zombie counterpart (like Jo-Barf) we may never know. Brother Bartholomew----------open----------------------B- Sister Faith-----------------(*)------------------------- Envirosuit-------------------open-M---------------------- Neophyte Lucian--------------(*)-----------H------------- Neophyte Constance-----------(*)-----------H------------- Security---------------------open-M---------------------- Jack Sprocket----------------(*)-----------H------------- Inceptor---------------------(*)-----------------------B- Inceptress-------------------open----------------------B- The Freak--------------------open-----------------F------ A special Normal who burns a while before dying from flame. Tin-Legs Tommy---------------(*)------------------------- SecuriDroid XP----------R----open------------------------ The General------------------(*)------------------------- Private Hicks----------------open-M-A----S--------------- Private Jones----------------(*)------------------------- Lazarus Mumble---------------open------------------------ Mordecai Jones---------------(*)-----------------------B- Ghengis Kant-----------------(*)----A-------------------- Angel Forge------------------open-----FF----------------- Prison Officer---------------(*)---------------Cy-------- Lt. Black--------------------open---A-------------------- INSETICK SD/12----------R----open-M------------Cy-------- INSETICK SD/10----------R----(*)---------------Cy-------- PROMETHEUS SD/7---------R----open-M---------------------- PROMETHEUS SK/8---------R----(*)---------------Cy-------- GOLIATH SD/9------------R----(*)---------------Cy-------- No head shots. Med-Unit 6--------------R----open--------------Cy-------- No head shots. Time Assassin----------------(*)------------------------- Berserker Splitter-----------(*)------------------F------ 3945968 Homing Lightning overrides assigned weapon once the AI becomes aware of the Player. Depending on the Drop Gun option selected, the Splitter will drop the gun or the gun will disappear upon awareness. Can be "forced" to keep assigned weapon if the Player hits them with a surprise bullet from a higher level (they will stand frozen in place and fire their assigned weapon). Also they may become thus frozen if the Player on a higher level "teases" their awareness by crouching, standing, then crouching again quickly, or using certain weapons to provoke their "search" mode. Killing a frozen one will unfreeze any others. A special Normal who burns a while before dying from flame. Monkey-----------------------open-M-A---------------Cr--- Cyborg Chimp------------R----open-------------------Cr--- Impervious to flame like all Robots but fur catches fire. Brains------------------Z----(*)-------------U----F-Cr--- Ninja Monkey-----------------open-------------------Cr--- Renzo------------------------open------------------------ Goddard----------------------(*)------------------------- Schmidt----------------------open-M---------------------- Jacque de la Morte-----------(*)------------------------- Viola------------------------(*)------FF----------------- Mr. Underwood----------------(*)------------------------- Sewer Zombie------------Z----(*)------------------------- Undead Priest-----------Z----open------------------------ Crypt Zombie------------Z----open------------------------ No beheading the above 3. Maiden-----------------------open-----FF----------------- Changeling-------------------(*)------------------------- The Cropolite----------------open-------------------Cr--- Jared Slim-------------------(*)------------------------- Venus------------------------(*)------------------------- Chastity---------------------open-----FF----------------- Ghost------------------------open------------------------ The Master-------------------(*)------------------------- Riot Officer-----------------open-M---------------------- Mischief---------------------(*)------------------------- Mr. Giggles------------------open------------------------ Leo Krupps-------------------(*)------------------------- Stumpy-----------------------(*)------------------------- 3945976 Bear-------------------------open-------------------Cr--- Kypriss----------------------open------------------------ Stone Golem------------------open------------------------ A special Normal, impervious to flame^. Aztec Warrior----------------(*)------------------------- High Priest------------------open------------------------ Dinosaur---------------------open-------------------Cr--- Braces-----------------------(*)------------------------- Handyman---------------------open-----------------F------ Candi Skyler-----------------(*)------------------------- R One-Oh-Seven---------------open--------------Cy-------- Calamari---------------------open-------------------Cr--- Corporal Hart----------------(*)------FF----------------- Badass Cyborg----------------(*)------------------F------ Snowman----------------------(*)--------------------Cr--- Robofish----------------R----open--------------Cy-------- Chinese Chef-----------------(*)------------------------- Gingerbread Man--------------open-----------------F------ Duckman Drake----------------open-------------------Cr--- Koozer Mox-------------------(*)------------------------- Teeth Mummy-------------Z----open------------------------ No beheading. Captain Ed Shivers-----------(*)------------------------- 3945991 Gretel------------------R----open-----FF----------------- Impervious to flame like all Robots but clothes catch fire. Arial DaVinci----------------open------------------------ Dozer------------------------(*)------------------------- 3945980 Sheriff Skullface------------open------------------------ 3946019 The Shoal--------------------open------------------------ Hans-------------------------(*)------------------------- Mr. Socky--------------------(*)------------------------- Lt. Christine Malone---------open------------------------ 3946003 Eli Scrubs-------------------open------------------------ ^Noted as impervious to flame; however, will stagger when contacting flame on others. If health set to Weakling, second-hand flame seems to kill sometimes. *** Open request to compile here a list of individual character special attributes in Story mode. Know any? *** Some Notes on Weapons Use, in regards to Story AI in general ----------------------------------------------------------------- Drop Gun means Gun only (not grenades, mines, etc.) Standard enemy-recognition range for an AI is 3 grid-squares (2 diagonally; they can see farther than that once aware, but everyone starts out daydreaming). Giving an AI a sniper rifle gives them "scope eyes" with the ability to see across the entire map, and to recognize you as an enemy instantly, with no daydreaming. When the Player fires a flare or throws grenades or mines, AI out of visual range (as opposed to enemy-recognition range) will hear and investigate. (Hearing ranges not yet tested.) If the AI uses these weapons against the Player, the noises fall on deaf ears (nearby unaware AI will not notice). Glass broken by AI in a firefight will alert other AI too distant to see the Player; however, distant AI will not "see" glass broken by the Player. (AI facing away seem not to "hear," so I assume it is "see.") AI with plasma grenades will throw them sky high if the Player is outside a certain range; if you try to catch them there is no damage inflicted. The Ghost Gun is harmless in Story (to Player and AI both), so you can give it to AI which are intended to be harmless, whom you do not want to freeze. It is also good for spotting invisible Berserker Splitters whom you can then promptly pistol whip. Be aware that while harmless, they can injure indirectly by blowing up exploding objects. AI will never run out of ammo, even fuel for the flamethrower (in TS2, AI flamethrowers eventually went empty). When using a car for vehicular bot-slaughter, the vehicle does not necessarily need to be in motion; tapping the gas on a stuck vehicle is just as deadly. It's even deadly with the ignition off; just use a Ghost Gun to slowly push it against the AI for a kill. A direct hit from a Flare kills any AI instantly. Many of the game's Main Story "friendlies" will not cause the Player's crosshairs to turn red for the "enemy in sights" visual clue, and will not be tracked with auto-aim. I have not yet tested every character, but this does not apply to everyone in the Sidekicks Bot Set. *** Know anything more? *** ==================================================================== Logic ==================================================================== You can learn a lot by examining the design interfaces of the on- the-disc sample maps; doing this is quite simply the best Logic tutorial you can get. Choose Edit/Create New Map, then load a sample map. Logic and Story AI ------------------ You can make Story AI "say" various things by making an Enemy Spots Player trigger, and a Message Displayed action (i.e., a bunch of ladies with baseball bats could say "Eek! There's a spider on you!" or a shambling mummy can follow the Player around saying, "Hey! Whazzup!" Make custom-written last gasps (Enemy Killed -> message) or death threats... "My name is Inigo Montoya. You killed my father. Prepare to die." That is exactly how many characters you get (63), so be brief and to the point. Barriers (see Story AI above) will prevent unarmed/bat possessing Normals, and unarmed Robot characters from triggering message actions, or any other type of "Spots Player" action for that matter. Zombie Class characters, armed or not, will without fault trigger a message action by spotting the Player, over and over (they can say BRAINS... interminably), until they reach a barrier at which point they freeze. But a Normal or Robot behind a barrier must be armed (bat counts only for Robots) or a Spots Player action will not be triggered. If you want to create an untouchable friendly that will "talk to" the Player, it must either be a Normal or Robot armed with a ghost gun (harmless in Story mode), so they can keep ghosts off of the Player while they talk (or some other contrived explanation for their antics), or the untouchable character must be in the Zombie Class, since Zombies will at least talk until the point where they freeze; though a Normal or Robot will certainly appear to Spot you, they will not trigger the "spots player" message action until they are allowed to fire a shot from some kind of gun. You can make your ghost-gun-toting or unarmed Zombie friendly say different things when the Player passes by them on separate occasions IF: You place identical, yet-to-be-triggered enemies (not triggered by Game Start) in the same room; these twins will say the different things when they in turn spot the Player. After the Player talks to the first friendly, the Player must then go on to arrive at an out-of-sight Location. Have that Location Reached (or some other subsequent trigger) kill the first "friend" and spawn the 2nd "friend" (disable spawn sounds). When the Player goes back by, the "friend" will say something else (provide additional instructions, for instance.) They might be someone the Player is trying to rescue. Make the level end (Objective Completed) as any Undead friend is actually freed, unless you also want to contrive a reason for the former friend to suddenly want to pummel the Player, or for the Player to need to kill the freed person. Work with it! Using message actions, you can actually build a "story" into your Story. If you simply MUST have a talking, unarmed, captive, Normal or Robot friendly, with different things to say, then use a Location Reached (near the friendly) trigger, since a "spots player" trigger won't work. Put the friendly in a windowed cell surrounded by up to 4 "message tiles." Protect each tile with doors. Door 1, to Location 1, begins unlocked, thus enabling display of the 1st message. All the other doors start locked. After receiving message 1, the Player continues on to perform some trigger which locks door 1, and unlocks door 2...etc. Top Down View: P = Player, (: = Friendly, D = Door, W = Window, X = Wall. Numbers = Locations/messages X---D---X X X X 4 X X X XXXXXXXX|---W---|XXXXXXXX | | | | P-> D 1 W (: W 3 D | | | | XXXXXXXX|---W---|XXXXXXXX X X X 2 X X X X---D---X So that the Player won't forget or miss what each message was, have each Location Reached -> Reset Location Reached, so that the message will be displayed upon returning to the tile each time. Perhaps there are other ways, maybe using Negation tricks and long Logic strings to use the same tile for different messages, but that makes my brain hurt... Unless you want to enable communication with the friendly by "transceiver" (i.e., messages from them displayed while far away from them), which would be easy. Creating Story Awards --------------------- For setting higher awards for shorter mission completion times, create a Timer Trigger and a Score Action. Here are the Logic Operations: 1. Start game -> Score increases by 4 points. 2. Timer reaches A,B,C,D (any of 4 Triggers) -> Score decreases by 1 3. Objectives completed + Score reaches 4 (all of 2 Triggers)-> Plat 4. Objectives completed + Score reaches 3 (all of 2 Triggers)-> Gold 5. Objectives completed + Score reaches 2 (all of 2 Triggers)-> Slvr 6. Objectives completed + Score reaches 1 (all of 2 Triggers)-> Brnz (Over time D will result in no award given) *** Open request to compile here a list of Logic techniques and tricks. Know any? *** ==================================================================== Glitching! ==================================================================== Some amazing things such as invisible bridges, one-way travel through walk-through walls, invisible enemies, and windows to the sky can be accomplished through merging tiles. Here are godM0d3's concise instructions reprinted from the Gamefaqs message boards, to give the clueless a start... godM0d3, 7/24/2006: 1: put a tile on the third floor or higher 2: put a tile directly below on the bottom floor 3: highlight both 4: grab the bottom tile and move it up until the top tile is on the "7th" floor 5: move bottom tile back to bottom and repeat process, but put a story ai on the new tile 6: move it the same way and use the show on map story ai function 7: use the highlight tool to highlight the overlapped tiles 8: go to the regular tile that was on the bottom, highlight it and move it to the bottom 9: you now have a glitch tile to make an invisible floor, put a large low on the top part of a large open for the mapmaker noobs when you first start doing this you will encounter unintentional sky glitches and such. to avoid this, whenever you put a regular tile next to a glitch tile pick the overlapped tiles up by highlighting them (u might have to drag over them to fully highlight) and just put them back down in the same spot. other than that it just takes trial and error godM0d3, 7/29/2006: Suggested tiles to overlap: 1. Overlap a three space corridor with another one turned the other direction 2. Overlap two funnels turned different directions 3. Overlap a single open with a t-junction (walk-through wall) 4. Overlap windows or doors with walls or each other 5. Different combinations of normal ramps and open tiles 6. Overlap tiles with items on them ... Thanks to Denkriston at the Rec Room for explaining the intentional sky window (my favorite glitch). Here's how to add a sky window onto an existing map: Overlap two #27s (small open stackables) and bring them back down. Next, move the merged tiles (drag a select box over both, to pick up both) up against an open edge of your existing map. Place 3 connecting 27's next to the merged glitch tile -- one above it, one below it, and one behind it (Player's point of view). On either side of it, place a #18 (small T junction), with the T-junction's wall nearest the Player. Now place a window item between the Player's free-roam area and the glitch tile. The result will be a window to the sky, which is simply beautiful. Might I suggest a surprise attack by story AI, triggered by the Player marveling at the view? Location 1 reached (tile beside window) = Timer (new, hide) Start, and Reset any Location 2 reached. Location 2 reached (any of the 5 tiles around Location 1) = Timer 1 Stop, Timer 1 Reset, and Reset Location 1 reached. Timer 1 reaches 10 seconds = spawn new AI nearby Top view: X Free Roam Area <--X--> No Player Access X .--------.--------X--------. | | X | | Loc2 | Loc2 X (18) | | | X | |--------|--------X--------.--------. | | | sky | | | Loc2 | Loc1 W glitch | (27) | | | | tile | | |--------|--------X--------|--------' | | X | | Loc2 | Loc2 X (18) | | | X | '--------'--------X--------' X Free Roam Area <--X--> No Player Access X ==================================================================== Further Reading ==================================================================== Visit the EAgames website for a very basic mapmaker tutorial: http://www.ea.com/official/timesplitters/timesplitters/us/home.jsp Excellent fan sites promoting TS mapmaking and map sharing: Blakepro's Map Connection http://www.geocities.com/timesplittersmaps/main.html Elliot's TimeSplitters http://z14.invisionfree.com/Elliots_TS/index.php? The Rec Room's active mapmaking community: http://z7.invisionfree.com/Rec_Room/index.php?showforum=39 ==================================================================== Random Things ==================================================================== e-mail contributions to howdyadmiral@yahoo. If I add your information or idea here, you will get full credit. Items in this section may eventually get moved to other sections of this guide as it expands, but the credit will move with it. Information ----------- I am nowhere even close to investigating the workings of Assault maps, but I found this out while trying to capture in-game images of the missing Story AI. In an Assault map, the Attacking team will be made up of the 1st, 3rd, 5th, and 7th bots in your Bot Set. The Defenders will be the 2nd, 4th, and 6th bots in your Bot Set roster. Bots 8-10 are not used. Place desired Assault participants into the roster accordingly, in the necessary order (this has nothing at all to do with who is designated as Story AI Enemy 1, 2, 3 etc.). Assault phase Logics (limited in their options) will work while playing the map in Story mode, but Story Logics (any option that is not available also while setting up Assault Logic) will not work when playing the map in Assault mode. While Assault Logics do work in Story, Assault PHASES exist only when playing the map in Assault mode. Very confusing. The on-the-disc sample map "A Little Head?" does not work if you try to play it (no enemies spawn). However, after attempting to play it, the level design will be in the console's memory. Choose Edit/Create New Map, then Preview the map within the mapmaker utility. The level is now playable for some reason. Transferring saved maps between GCN and PC is possible with the GameCube USB Memory Adapter. Get one (search online for retailers) and exchange maps via the internet, even on Gamecube; submit save files here at GameFAQs.com for download by other players. Please? On XBOX, aside from enabling much smoother lighting changes, the UNDO function seems to remember many more steps than Gamecube. On XBOX the Clear Day sky has a desert plain as a ground far below; on Gamecube the bottom of the Clear Day sky is just the sky mirrored. On Gamecube the glare of the sun or of light fixtures (and shielding thereof) is much more impressive than on XBOX. Ideas and Inspiration --------------------- In floating space ships, make a door leading inside, leading to a teleporter. Put the other end of the teleporter in a "secret room" with bunches of spawn and attack enemies. They will look like they are pouring impossibly out of the ship. Make teleporters that are actually "time portals", leading to "secret rooms" that are slight variants of the starting room, each room representing past and future. Oh, the possibilities... If you run out of memory to do all you want to do in a particular Story mode level, break it down into simpler sub-levels (i.e. a Valley of the Sphinx level, an Entering the Sphinx level, an Under the Sphinx level, a Deep, Deep Under the Sphinx level... you get the point). The really ambitious can create an opus of continuously connected adventure. (Note: by "continuously connected" I do not mean the Player can literally teleport from one map into another map. You would have to load and play them individually in their logically named/numbered order.) For Story mode maps, insert multiple Start points so that the level will offer different challenges depending on which start point is randomly used upon loading. Scottydangerfun, 6/15/06: (Roman Temple) Start with Large Stackables all over Floor 2. Except in the middle, delete two so there's nothing there. Then go to Floor 3. There, put two large Stackables. Then, you should have a raised platform. You need a way up there, so go back to Floor 2 and put a large ramp in front of the raised platform. Now, you have 1 raised platform with a way up. Now, for the Roman part, go into items and get the barricade item (make sure you're on Egyptian tileset) it will look like a pillar. Now, put these pillars all around it and then you have everything but the roof. For the roof, just put a bunch of Regular pieces on Floor 4 above the temple. Note that everything but the temple will need to be stackabled on every level but 1 and 5. Blue Donkeykong, 6/30/06: Fire Temple: Make an Egyptian level red. Add the sunset sky. Mexican Mission music fits nicely; Ice Temple: Make an Egyptian level greenish blue, with an Arctic sky and snow. Temple music fits nicely; Make an Egyptian level into a Cavern-like place. I made a level based around the concept of Chasm from TS2. Using stackables, I made two halves of a level connected by bridges. If you fell, you'd fall onto a dark bottom floor and you'd have to take ramps back up. Make it dark to seem more like a Cavern. TS3 Siberia music fits it, but the song makes the level boring. Military Bunker Tileset is a better option. If you get bored with the level (I did), remove the roof, make a gloomy sky and add rain. It spiced it up quite a bit. I renamed it Canyon; Make a horror level seem like a Castle by making the top floor a bunch of open corridors put together to make a big area and some trenches to add more of a Castle feel to it; If you want to make a level have a TS2 feel to it, make it all TS2 weapons, bots, and use the Virtual Tileset music. It's actually the Gothic Tileset song from TS2, and matches any level nicely. RainingMetal, 7/1/06: Try to make a remake of one of the levels from TS2. I'm currently on AtomSmasher. SugarLipsHabasi, 7/29/2006: Add side quests to your story maps. For instance, a 'Hidden Cat' secondary objective where you place strudel in an out of reach dark corner of the level. Spymaster_gold, 8/2/2006: Why don't you try to make a Horror mansion? I'm in the process of making a zombie outbreak level that starts in the alleys of a city and moves to a building. Well... Time to split! ==================================================================== All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This work may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.