| Objects | |
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Barrel: These barrels are full of toxic waste, and, of course, will explode when damaged enough. The damage is enough to kill a player with two or three very close explosions. Most enemies are highly vulnerable to these as well. Barrels placed next to each other will explode in a chain. |
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Exit: Players drive onto the silver disc to exit the level. It's not a good idea to have these in Canyon type rooms, since the metal prongs that are supposed to attach to the ceiling will appear to be floating. |
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Weak Wall: These look exactly like the regular walls of the room, which vary with room style. Weak walls that have been damaged will smoke. The strongest weak walls are hard for players to detect and break, so use them sparingly. |
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Crate: These are just obstacles and can't be damaged. Some crate styles have arrows that point left or right that level designers can use to their advantage to lead (or mislead) players. |
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Shot Deflector: These strange metal spheres can deflect any type of shot, but are vulnerable to explosions and, to a lesser extent, Tesla Coil bolts. Once damaged, they won't deflect all of the shots fired at them. |
| Enemies | |
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Gunpost: This is a simple stationary turret that fires bolts at the player with fair accuracy. |
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Pod Turret: This is a stationary turret that is equipped with a weapon pod of the level designer's choice. When a player destroys one of these, he can take its weapon, if it has any ammo left. Slow weapons like the Rocket Launcher are good choices for weapons to give these. Faster ones like the Vulcan may be too difficult for some situations. See the Weapons list below for more notes on the weapons available. |
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Scooterbot: This is a simple moving enemy that moves in a line until it hits something, then turns a random direction and continues. These are usually fairly harmless, if annoying, by themselves, but can be devastating in large groups. |
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Wallcrawler: This is a slightly stronger enemy that finds a wall and follows it by its left or right hand side, depending on its bias. This method of movement allows them to cover a lot of ground. |
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Guardian: This is the strongest and smartest enemy in SUAVE. It waits for players to come to it, in an idle state. When idle, it will be folded up, and shots fired at it will bounce off. When a player comes close enough to activate it, it will try to chase and circle the player while firing at him. When the player runs away from the guardian's starting place, it will return to it and fold up again. This makes them ideal for guarding important items, like keys or exits. |
| Weapons | |
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Vulcan: This rapid-fire machine gun does a lot of very concentrated, accurate damage, but it eats through its ammo at a very fast rate. |
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Nuke: This is a really big one-shot missile with an explosion to match. Players who aren't careful where they shoot these things will end up trying to outrun a massive shockwave. Pod turrets armed with these can be very amusing, if the player is given adequate warning. |
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Flamethrower: The flamethrower is short-range and inaccurate, which makes its use as a weapon rather limited. The flames, however, can deflect every other kind of bullet and missile (except for tesla coil bolts), and so this weapon can be used as a directional shield. The flames also push away explosions. It's safe to destroy barrels that are right next to the tank with sustained fire. |
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Tesla Coil: This weapon generates destructive bolts of electricity. As they hit objects, the bolts have a good chance of chaining to other nearby objects. Players are protected from their own bolts, and those that chain from them. This is not true for Pod Turrets, which can hurt or destroy themselves with this weapon. |
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Plasma Shotgun: This weapon kicks out barrages of plasma bolts. It has the unique feature that it fires as fast as the player can pull its trigger, which is very handy when the time device is engaged. |
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Rocket Launcher: This weapon launches tiny jet-propelled grenades. The resulting explosion is about as powerful as a barrel's explosion, so careless players may damage themselves shooting too close to walls. |
| Keys | |
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Keys come in six colors: Red, Orange, Yellow, Green,
Blue, and Purple. These keys open doors locked with their icons. A clever
level designer can use these doors and keys to taunt players with inviting doors that are
locked.
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| Bonuses | |
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There are four kinds of bonuses:
Free Life: Gives the player one more life. Restore Armor: Resets the player's Armor gauge to full. Restore Time: Resets the player's Time Device gauge to full. Shield: Gives the player ten seconds' worth of blue shields which deflect all enemy shots. Shield time is cumulative if the player picks up more than one. |
| Locks | |
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A door's lock is chosen from the side menu when a door is selected in the map view.
Besides the six colored keys, there are some situation-sensitive ways of locking doors:
Enemy Lock doors are locked from both sides until all enemies are cleared out of its specified room. One side of the door will have a red icon in the Map Editor. The room on this side is the one that the enemies must be cleared out from. Enemy Trap is similar to enemy lock, except the door isn't locked from the opposing direction. This means that it can allow a player to enter a room filled with enemies, and not allow him to leave until the enemies are destroyed. Single Lock doors are sensitive to enemies, but not direction. When a room is cleared on either side of the door, it will unlock. Double Lock doors only unlock when the room that the player is in is cleared. If a player clears a room, it will unlock. If the player then moves to another room with enemies through this type of door, it will lock itself again behind the player until that room is cleared. One-Way doors are always locked in one direction, and unlocked in the other. | |