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]].''
+
|floor area  = {{area|Clockwork Tunnels|Mechanized Mile|random segments|rotation}}.
 
}}
 
}}
 
{{GateMap
 
{{GateMap
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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 Area]]s featuring constructs.
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|floor area  = {{area|Compact Area|Compact Area|random segments|rotation}}.
 
}}<noinclude>[[Category:Gate Maps]]</noinclude>
 
}}<noinclude>[[Category:Gate Maps]]</noinclude>

Revision as of 06:14, 8 September 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

- moved to better umbrella name (so "area" vs. "level" isn't as confusing).

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

- moved to better umbrella name (so "area" vs. "level" isn't as confusing).

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