Overview
With the Zombie update that came out last weeks, the Level Editor also received some new toys for mapmakers to play with. Basically, all the new concepts that Developers used for the Origin maps can be found in the Editor. Since DIffer3nce’s Editor guide isn’t updated with the new content yet, I thought I’d explain here what we can find in the editor that wasn’t open to the public before.
Loot and NPCs
You can now officially pickpocket from Civilians and Guards. There are a bunch of new options in the AI Folder, which can be placed on top of NPCs; they all go by the name of PocketCoin, but the icon that represents them makes it clear what each of them do. There are three kinds of goods that mapmakers can put in NPC’s pockets, and each also affects said NPC’s patrol:
– Cash: Self-explanatory, although opposite to what I thought at first, it’s a single coin in a Civ or Guard’s wallet. Use the Cash icon inside a square frame for stationary NPCs and the one with directional arrows to also assign a RandomPatrol to an NPC.
– Key: A key to the also new KeyDoor, found in the Item Folder, under the Doors tab. It places a single key in a Civ or Guard’s wallet. You can also place a Key in the same fashion you’d place any other item on a table; it can be found in the Item Folder under the Pickups Tab.
– Trophy: Your regular Trophy, but in a Civ or Guard’s wallet. Notice that you need to grab these in order to finish a level, in the same way you need to find the Trophies in any Heist level.
To nab these possesions from an NPC, simply bump them when they’re unaware of your pressence. If an NPC carrying any of these goodies is aggroed, the Cash/Trophy/Key will be “locked” and will turn Red, making it impossible to snatch it until the Civ or Guard is unalerted once again.
The Pickpocket’s monkey (Hector, indeed) can grab the Cash from a distance, but he can’t pick up Trophies or Keys from an NPC wallet.
In-Game dialogues
In the AI Folder, you’ll also find Dialogue boxes, which you can place on top of an NPC to make him “speak”, sort of like how Pierre’s e-mails are displayed on the screen when you approach him. By making a Guard or Civilian (or even dog, woof) talk, you’ll also make them unable to get alerted, and they’ll represent no threat to you. Notice however that they will react to gunfire, but will resume their idling state after a few seconds.
You can use up to eight different Dialogues, and you can repeat any of these Dialogues for more than one NPC, much like how Blueprints and DecalText work. The only downside is that you cannot have Cats or Birds talk.
Electronics: Traps and Lasers
We got a bunch of new traps with the update, as well as some visual changes. The Pressure Pads got a skin revamp. and on top of that, four different blinking patterns (like the regular Lasers). Other electronics added are:
– Stationary Diagonal Laser: As the name suggests, it’s a diagonal oriented laser. Its range is about the same as the Stationary Laser, it’s a nice addition that you can use to create clever traps or puzzles, combined with other lasers.
– Explosive Trap: C4 rigged traps. The area of effect is that of your typical Dynamite (5×5), and explodes when you trigger a laser, camera or pad attached to it. If used in small rooms, it can leave you no choice but to get a hack before stepping in. It deals 2/3 of a full HP bar, so be careful with this one.
The explosive trap is a single-use threat, given that once it goes off, the laser attached to it won’t set off another boom, naturally. However, if the laser is attached to an Alarm too, then it will still ring after the C4 has gone off.
Data Loot
Another interesting idea added to the game recently is Data Loot. Coins and Trophies that you can hack, and can’t normally pick them like regular loot. There are four kinds of Data loot:
– Data Trophy: Found in the Item folder, under the Pickups tab. It’s represented by a green Trophy, and it’s called Goal_Trophy. It’s a requirement to grab this one to finish a Heist stage, as if it was a regular Trophy. When you get a hack, approach the data trophy, and it’ll take three seconds to hack (only one second if you are using Hacker). For better results, place it on a wall, or make sure your Hidden Wiring reaches the Trophy if it’s isolated from walls’ wiring.
– Data Coin: In the Item folder, one of the last options under the Pickups tab. It’s called RandomLoot – Respawn – Data. It places a single coin, only pickable using a hack. It takes a second to hack (half that much if using a Hacker).
– Data Loot Spawner: In the AI folder, under the Loot tab. It should only be used for Survival levels, as it places a coin spawner, that must be hacked. It’s used in the Hacker’s Prologue level. If used in Heist levels, it can make players Crash when they finish the map.
– Data Random Loot: Inside the AI folder and under the Loot Tab, this places five random designated data coins across the map. It’s not guaranteed that the coins will spawn on walls, so as always, if you’re using this on your maps, remember to use appropriate Hidden Wiring.
Data Loot gives the Hacker more relevance, and works as a different loot system that relies on having PCs (or plugs) accessible. It’s important not to overdo it, and use both Data and Regular kinds of loot, otherwise it might give custom levels a tedious feel.
Keydoors, a major update
The most notable change we can spot in the editor is the addition of a Key and Keydoor mechanic. Workshop levels can now be a lot more flexible when it comes to flow and design.
In the Item folder, under the Door tab, you’ll see a new class of door: a KeyDoor. This door will only open if you have a key (or with C4/RPG/Bloater explosions, but that is likely to change with an update). You can have playes fetch for keys around the map to enter an otherwise unaccessible room, where you cunningly placed a Trophy. This has a big impact on the gameplay and gives it a different feeling, not to mention it increases the depth of the heist theme.
Be it a Guard carrying a Key in his pocket, or a stray Key hidden in some remote room, it’s always fun to look around for these.
When playing Multiplayer, if a Thief grabs a Key, all of the team will virtually have one, but as soon as any of the palyers use the key, it’ll be gone for all the team as well, so make sure to communicate with your pals before you go and open a Keydoor. After all, what’s yours is mine!