Difference between revisions of "Assault on Machine Shop 13/Gate Map"

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|floor depth = Depends on [[Player Rank|rank]]
 
|floor depth = Depends on [[Player Rank|rank]]
 
|floor name  = Assembly Floor
 
|floor name  = Assembly Floor
|floor area  = Areas are similar to the relevant theme of:<br> ''[[Clockwork Tunnels|Mechanized Mile]].''
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|floor area  = Areas are similar to the relevant theme of <br> ''[[Clockwork Tunnels|Mechanized Mile]].''
 
}}
 
}}
 
{{GateMap
 
{{GateMap

Revision as of 17:04, 30 July 2015

First Floor

Usually, an icon tells the player the floor's status theme via background color, and the monster theme via symbol color.

Level: Mission Lobby
Depth: 0

A standard lobby.


Second Floor

Rotates Between:
Usually, an icon tells the player the floor's status theme via background color, and the monster theme via symbol color. , Usually, an icon tells the player the floor's status theme via background color, and the monster theme via symbol color. , Usually, an icon tells the player the floor's status theme via background color, and the monster theme via symbol color. , Usually, an icon tells the player the floor's status theme via background color, and the monster theme via symbol color. , Usually, an icon tells the player the floor's status theme via background color, and the monster theme via symbol color.

Level: Assembly Floor
Depth: Depends on rank

Areas are similar to the relevant theme of
Mechanized Mile.


Third Floor

Rotates Between:
Usually, an icon tells the player the floor's status theme via background color, and the monster theme via symbol color. , Usually, an icon tells the player the floor's status theme via background color, and the monster theme via symbol color. , Usually, an icon tells the player the floor's status theme via background color, and the monster theme via symbol color. , Usually, an icon tells the player the floor's status theme via background color, and the monster theme via symbol color. , Usually, an icon tells the player the floor's status theme via background color, and the monster theme via symbol color.

Level: Munitions Storage
Depth: Depends on rank

Floor map is chosen from a set of compact areas featuring constructs.


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