Difference between revisions of "User:HexZyle/Clockwork Tunnel Modules"
From SpiralKnights
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===U-Ramp=== | ===U-Ramp=== | ||
− | [[ | + | [[File:Cwtm03map.png|right]] |
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+ | <code> | ||
+ | <b>Connections</b>: South, West.<br> | ||
+ | <b>Gated</b>: No<br> | ||
+ | <b>Monster Spawn</b>: Yes, multiple. | ||
+ | </code> | ||
+ | |||
+ | ===Puppy Ring=== | ||
+ | [[File:Cwtm04map.png|right]] | ||
+ | |||
+ | <code> | ||
+ | <b>Connections</b>: North, East.<br> | ||
+ | <b>Gated</b>: No<br> | ||
+ | <b>Monster Spawn</b>: Yes | ||
+ | </code> | ||
==Treasure Modules== | ==Treasure Modules== |
Latest revision as of 13:46, 19 January 2013
Clockwork Tunnels are constructed using premade sections, known as "Modules". Modules have a preset configuration, although monsters may vary per theme.
Contents
Elevator Modules
Standard Modules
Standard modules construct the beef of Clockwork Tunnels. They contain the majority of the fighting, travelling and puzzle resolving in the level.
Quadrant Y
This module consists of two rooms which branch off from a Y intersection, then branch back together again. Each of the two rooms are closed off by crystal blocks, and contain many breakable blocks inside, along with 1 to 4 monsters depending on the theme:
- Construct: Retrode
There are two Shankles, each running horizontally across the two horizontal walkways in the module.
Connections: South, West.
Gated: No
Monster Spawn: Yes
Gatehouse
This module is a irregular shaped room with breakable blocks strewn throughout the room. One of the breakable blocks will have a button under it that will open the room's gates. Two Shankles move horizontally in the room.
Connections: North, East.
Gated: Yes
Monster Spawn: Yes
U-Ramp
Connections: South, West.
Gated: No
Monster Spawn: Yes, multiple.
Puppy Ring
Connections: North, East.
Gated: No
Monster Spawn: Yes