There’s a host of different tools you can place in a Regulator City level. Some of them are requirements (Squad start, Mission markers) but most are all optional and some of them need some explanation! So let’s go through the Tool types row by row and from left to right:
Spawn Chance – Using this tool on ANY object or even walls in the level will give them a random spawn-chance of 50% if you place it again it will become 33% spawn chance, and if you place it again it will be reset to 100% spawn chance for that entity or wall. This way you can keep your level interesting by adding some changes to certain things.
Blockade – Most “furniture” items you place in the map can be smashed, destroyed, and blown-up. However, let’s say, you placed a Car in a parking lot and you want that car to always be there for the player to take cover. You can then make that whole car-area a “Blockade” and it will be treated as a solid wall structure in the game. Blocking players, enemies and bullets from passing through it, and also being undestroyable by anything.
Walls – The most used tool, with this you draw the walls for your level
Squad Start – The location where the player will be starting the mission/level. Only one Squad start location is used per level.
Main mission – A lot of the game’s missions place things randomly, but some missions (and other elements like level Blue prints) require a mission marker. The game will always look for the Main mission marker and use it for the most important thing (a Vault for example). Only one Main mission marker is used per level.
Mission markers – These are used for many things, including but not limited to key-area’s for certain missions. They are also used for placing extra safe’s that can be cracked, etc. Usually you place these markers at interesting area’s in the level that require the player to take out a host of enemies or go through a series of doors first.
Secret Marker – Place the Secret Marker inside a room to tell the game engine that the room is a secret area. Turn various rooms that are only reachable by ventilation shafts or after finding a hidden switch, into a secret level area. Often these rooms hide a DNA kit or a weapon upgrade.
Sunlight – Adds a big area of “sun” light to the room. This is then also treated as out-door area by the game engine. So if there is Rain or Night during a mission, it will be reflected by this entity.
Light source – If you want to add light to a room that can’t be destroyed by the player (like actual Lamp/Light items which also spawn light) then you can use this Light source. The Light source’s group-value dictates what kind of light it is:
0 – White light, 1 – Red light, 2 – Green light, 3 – Blue light, 4 – Purple light, and 5-9 are the same but smaller light sources.
The doors and windows tool bar:
Door – The most standard door, can be opened by both players and enemies without any noise triggers.
Enforced Door – Requires the player to smash it open which then triggers noise and can alert enemies
Automatic – Opens automatically when an entity is near (players, enemies, creatures, etc)
Electronic – Requires Key-cards to be placed with the same group-value as the door
Device controlled (Closed) – Requires interaction from a Push button or a Pressure plate with the same group-value as the door
Device controlled (Open) – Same as close, but it starts in an open state so can be used to alternate a set of doors with a single button.
Exit door – When a mission is completed the player will have to find the Exit door to exit back to the street. Only one used per level
Weak wall – Looks like a wall and has to be blown up by the player with dynamite. Makes a lot of noise!
Window – Adds some light into a closed off room, mostly cosmetic and no real use in the game itself.
Enemies – Optional spawn locations for enemies. The game engine will still decide which spawn spots are used in a room, and the amount of enemies spawning is based on skill and progress levels. Usually you want to add a few spots to a single room to make encounters more random for the player.
Security Camera – Place them near walls and they will detect players sneaking around and then spawn enemies if they do. Placing these will require you to also add at least one Security Camera system and hide the Security Codes somewhere in the level.
Green keycard – Key card used to open Electronic doors. Use the group-value to link it to a specific door.
Red keycard – Key card used to open Electronic doors. Use the group-value to link it to a specific door.
Blue keycard – Key card used to open Electronic doors. Use the group-value to link it to a specific door.
Security Codes – Required to operate a Security Camera system to turn off the Security camera‘s
Laser pass – Hides a pass key / guard that the player can use to operate a Laser consoles and shut off the nearby lasers.
Horizontal Laser – Place it in the middle of a room and it will connect itself to walls on the left and right directions of it. The game will automatically calculate those locations based on drawing a line from the placed location to the left and right until walls are hit.
Vertical Laser – Place it in the middle of a room and it will connect itself to walls on the up and down directions of it. The game will automatically calculate those locations based on drawing a line from the placed location upwards and downwards until walls are hit.
Burn spot – A fire area, damages the player and “stops” the player’s team from moving. Usually you want to place multiple burn spots to block of an area and then place a Fire extinguisher near by
NPC – Just random characters without purpose. That’s life.
Push button – Opens Device Controlled doors that have the same group-value
Laser Console – Disables Lasers, does require the player to have found a Laser pass.
Pressure plate – Place multiple pressure plates to trigger Device Controller doors, group them together using their group-value and give the same value to the door. They require the player, and team member, to activate all of them within a short time.
Ventilation – A sneaky way to reach other area’s. This also forces the Player to travel alone as team members will not follow. Group these together to let the game know which vent ends up where. You CAN connect two or three vents to the same end-ventilation and then use the Spawn Chance tile to make those ventilation shafts a random spawn. This changes up the location of the ventilation for the player and it doesn’t always have to be in the same room or under the same furniture.
Dog passage – Place it in front of a wall or anywhere in a room and a tiny Dog Passage spot will be generated by the game. They work similar to the Ventilation except that the player has to control the K9 unit to move through them.
Fire Extinguisher – Place them near Burn Spots so that the player can use them to get rid of the fire and pass through an area.
Dog Sniffing Spot – Place a few of these in a room and link them together with their group-value. It will allow the dog to sniff at A start spot (randomly chosen from the spots in the group) and follow the path until the final spot is reached. There the player will be rewarded with either a Keycard, Security codes, or a DNA upgrade.
Power Generator – Used to disable the Power in the building for an X amount of seconds. Place it anywhere in the level and the player can always disable and enable the power at that spot. Automatically providing the player with Night vision. NOTE: All energy-powered doors like Electronic, Automatic, and Device Controlled can be opened by the player using some effort during the power-outage. By-passing any buttons and key cards placed!
Security Camera System – Required to be placed once you added Security Camera’s. This is the station where the player can disable those camera’s using a Security Code.
Movement-bomb – A simple land mine like item which will be harmless unless the player stands on it for 2 seconds. The player can disable them using a mini-game. The game engine will automatically also place some of these throughout the level, usually near doors.
Free upgrade chest – Provides player with goodies like Grenades, Sniper sight, weapons, etc.
Tactical Money Bag – These are used by the player to gain extra Tactical Advantage credits before starting a new mission. You can place these in secret rooms or hard to reach area’s. If none are found in the level, the game will place at least ONE in a random spot (using Mission Markers)
DNA Kit upgrade – If all DNA kits are collected in a level the player can Level-up in the HQ gaining new HP or skills. The game engine will always make sure there are at least 3 of these placed if none are found.