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  = Munitions Storage
 
|floor name  = Munitions Storage
|floor area  = Floor map is chosen from a set of compact areas featuring constructs.
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|floor area  = Floor map is chosen from a set of [[Compact Area]]s featuring constructs.
 
}}<noinclude>[[Category:Gate Maps]]</noinclude>
 
}}<noinclude>[[Category:Gate Maps]]</noinclude>

Revision as of 17:04, 2 August 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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