Oni 2 (Angel Studios)/Levels: Difference between revisions
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![[Image:Aqua Dot-Grey.png]] | ![[Image:Aqua Dot-Grey.png]] | ||
!Layout name | !Layout name | ||
!Level name | !data-sort-type="number"|Level name | ||
!Description | !Description | ||
|- | |- | ||
|[[Image:Aqua Dot-Yellow.png]] | |[[Image:Aqua Dot-Yellow.png]] | ||
|data-sort-value=" | |M03_A01_Blast_Chambers | ||
|The Blast Chambers | |data-sort-value="1"|The Blast Chambers | ||
|This level seems closest to being finished, at least out of the material burned to the disc. Konoko must chase Neo-Syndicate bad guys through the subterranean blast chambers of a launchpad. The game hangs when Konoko is about to exit the chambers and face a female opponent, likely a boss. She can be seen, and fought, in level 3, Brawler. | |This level seems closest to being finished, at least out of the material burned to the disc. Konoko must chase Neo-Syndicate bad guys through the subterranean blast chambers of a launchpad. The game hangs when Konoko is about to exit the chambers and face a female opponent, likely a boss. She can be seen, and fought, in level 3, Brawler. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|data-sort-value=" | |FXCathedral_Scenario_1 | ||
|Protect the Statue | |data-sort-value="2"|Protect the Statue | ||
|This is a test of a "defend the target"-type mission. You must defend a statue from Neo-Syndicate bad guys who are shooting it. | |This is a test of a "defend the target"-type mission. You must defend a statue from Neo-Syndicate bad guys who are shooting it. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|all_chars | |all_chars | ||
|data-sort-value=" | |data-sort-value="3"|Brawler | ||
|This level is simply a large floor grid, on which are placed (apparently) all the characters created so far. They then begin fighting one another, "reservoirdogs"-style. Konoko can attack any of the characters, and some will randomly target her. Among the combatants is an old model of Konoko that resembles her appearance in Oni, but she apparently has no combat moves at her disposal and so she cannot attack other characters. Amaya also appears to be represented here. | |This level is simply a large floor grid, on which are placed (apparently) all the characters created so far. They then begin fighting one another, "reservoirdogs"-style. Konoko can attack any of the characters, and some will randomly target her. Among the combatants is an old model of Konoko that resembles her appearance in Oni, but she apparently has no combat moves at her disposal and so she cannot attack other characters. Amaya also appears to be represented here. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|junkyard | |junkyard | ||
|data-sort-value=" | |data-sort-value="4"|The Junkyard | ||
|This may have been a prototype of an actual level, but at such an early stage that there is no briefing screen, enemies, or known goal. It’s a fairly small yet intricate area that probably would have been expanded if made into a finished level. | |This may have been a prototype of an actual level, but at such an early stage that there is no briefing screen, enemies, or known goal. It’s a fairly small yet intricate area that probably would have been expanded if made into a finished level. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|DestructableBuilding | |DestructableBuilding | ||
|data-sort-value=" | |data-sort-value="5"|Destructible Building | ||
|This is a test of a scripted event in which parts of the floor of a building collapse, leaving holes you must navigate around. | |This is a test of a scripted event in which parts of the floor of a building collapse, leaving holes you must navigate around. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|M01_A01_Initial_Attack | |M01_A01_Initial_Attack | ||
|data-sort-value=" | |data-sort-value="6"|Initial Attack | ||
|Possibly another proto-level, this is the most polished level besides Level 1. You explore different areas of a facility, including an area in which Neo-Syndicate bad guys are attacking civilians that you are probably supposed to defend. There is no briefing screen, therefore no known goal, but upon reaching a dead-end in the level, you get a Mission Complete notice in your HUD ring and can advance to the next level, which is not the case for most of the 15 levels. | |Possibly another proto-level, this is the most polished level besides Level 1. You explore different areas of a facility, including an area in which Neo-Syndicate bad guys are attacking civilians that you are probably supposed to defend. There is no briefing screen, therefore no known goal, but upon reaching a dead-end in the level, you get a Mission Complete notice in your HUD ring and can advance to the next level, which is not the case for most of the 15 levels. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|M01_A02_Assault | |M01_A02_Assault | ||
|data-sort-value=" | |data-sort-value="7"|Assault | ||
|Basically a single large area in the City where you face groups of enemies. Possibly a proto-level, this level is also a demonstration of friendly AI and a test of the AI awareness system. Your AI ally is capable of handling himself but makes little effort to stay with you, similar to the occasional help that the AI provides in Oni. One group of bad guys seems to be set as blind, but can hear you when you pass by. Another type of AI calls on their allies to attack you as a group when you're spotted. Once the bad guys in that area are defeated, there is nothing more to do and nowhere to explore. | |Basically a single large area in the City where you face groups of enemies. Possibly a proto-level, this level is also a demonstration of friendly AI and a test of the AI awareness system. Your AI ally is capable of handling himself but makes little effort to stay with you, similar to the occasional help that the AI provides in Oni. One group of bad guys seems to be set as blind, but can hear you when you pass by. Another type of AI calls on their allies to attack you as a group when you're spotted. Once the bad guys in that area are defeated, there is nothing more to do and nowhere to explore. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|M01_A03_Rooftops | |M01_A03_Rooftops | ||
|data-sort-value=" | |data-sort-value="8"|The Rooftops | ||
|Another proto-level, there is a great deal of environmental modeling evident in this level, but no textures. You must leap from rooftop to rooftop (although the structures you run on are not realistic), while being shot at by snipers and chased by enemies who can also leap from roof to roof to chase you. Eventually Konoko advances to an area with no enemies, just navigational challenges — most notably a section where the exhaust from large vents threatens to push her off the roof as she runs by them. Finally she slides down a slope to arrive at a dead-end, and the level is complete. | |Another proto-level, there is a great deal of environmental modeling evident in this level, but no textures. You must leap from rooftop to rooftop (although the structures you run on are not realistic), while being shot at by snipers and chased by enemies who can also leap from roof to roof to chase you. Eventually Konoko advances to an area with no enemies, just navigational challenges — most notably a section where the exhaust from large vents threatens to push her off the roof as she runs by them. Finally she slides down a slope to arrive at a dead-end, and the level is complete. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|FXCathedral_Scenario_2 | |FXCathedral_Scenario_2 | ||
|data-sort-value=" | |data-sort-value="9"|Defend the Statue | ||
|Essentially the same test mission as level 2, except with a slightly different mix of enemies. | |Essentially the same test mission as level 2, except with a slightly different mix of enemies. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|EndlessCity | |EndlessCity | ||
|data-sort-value=" | |data-sort-value="10"|Endless City | ||
|A test of a system that allows you to “fly” through a city by standing on a two-dimensional square as it travels through an endlessly looping circle, with walls on both sides and flying vehicles passing you by. There is a series of platforms that one can jump to, but after the first couple of jumps, advancement seems impossible due to the distance between platforms. | |A test of a system that allows you to “fly” through a city by standing on a two-dimensional square as it travels through an endlessly looping circle, with walls on both sides and flying vehicles passing you by. There is a series of platforms that one can jump to, but after the first couple of jumps, advancement seems impossible due to the distance between platforms. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|testzipline5 | |testzipline5 | ||
|data-sort-value=" | |data-sort-value="11"|Zipline Test 5 | ||
|A simple test of “ziplines”, which appear as geometric lines and arcs drawn in the 3D space of the level. Some ziplines are hand-over-hand rails, and others are built for sliding down by holding onto an object that runs along the line, in the way that real-life ziplines work. | |A simple test of “ziplines”, which appear as geometric lines and arcs drawn in the 3D space of the level. Some ziplines are hand-over-hand rails, and others are built for sliding down by holding onto an object that runs along the line, in the way that real-life ziplines work. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|testzipline8 | |testzipline8 | ||
|data-sort-value=" | |data-sort-value="12"|Zipline Test 8 | ||
|Another small level with multiples types of ziplines. The ziplines in this level are all hand-over-hand, and come in different shapes such as a square and a Y shape. | |Another small level with multiples types of ziplines. The ziplines in this level are all hand-over-hand, and come in different shapes such as a square and a Y shape. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|FXCathedral_Scenario_3 | |FXCathedral_Scenario_3 | ||
|data-sort-value=" | |data-sort-value="13"|Destroy the Statue | ||
|This level is a test of the "destroy the target"-type mission goal, taking place in the same kind of area as levels 2 and 9, with the statue you were protecting now set as your target. Numerous Neo-Syndicate bad guys defend it by shooting at you, and you have a time limit in which to destroy the target. | |This level is a test of the "destroy the target"-type mission goal, taking place in the same kind of area as levels 2 and 9, with the statue you were protecting now set as your target. Numerous Neo-Syndicate bad guys defend it by shooting at you, and you have a time limit in which to destroy the target. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|kirk_meat_and_potatoes | |kirk_meat_and_potatoes | ||
|data-sort-value=" | |data-sort-value="14"|AI Abilities Test | ||
|A tutorial level, either for the player or for internal testing purposes. By way of messages that appear onscreen, and different areas set up for specific purposes, the game demonstrates such features as: enemy spawning, manual aiming and lock-on for weapons combat, special contextual actions (such as pushing someone off a ledge), and various aspects of the enemy AI. The level has a definite endpoint, but no Mission Complete is granted for reaching it. | |A tutorial level, either for the player or for internal testing purposes. By way of messages that appear onscreen, and different areas set up for specific purposes, the game demonstrates such features as: enemy spawning, manual aiming and lock-on for weapons combat, special contextual actions (such as pushing someone off a ledge), and various aspects of the enemy AI. The level has a definite endpoint, but no Mission Complete is granted for reaching it. | ||
|- | |- | ||
|[[Image:Aqua Dot-Green.png]] | |[[Image:Aqua Dot-Green.png]] | ||
|tim06 | |tim06 | ||
|data-sort-value=" | |data-sort-value="15"|Acrobatics Test | ||
|A small “playground” level that is designed for testing Konoko’s acrobatic maneuvers. It consists of some spires and some ramps in a geometric space. | |A small “playground” level that is designed for testing Konoko’s acrobatic maneuvers. It consists of some spires and some ramps in a geometric space. | ||
|} | |} | ||
[[Category:Oni history]] | [[Category:Oni history]] |
Revision as of 05:31, 15 February 2018
Oni 2 has 95 layouts, which could be thought of as levels or rooms. 15 of these are accessible from the Load Game menu by default. The remaining 80 can be unlocked with a patch to the ISO that adds them to the Load Game menu (see the Running page for the patch). The only levels that could be considered traditionally "game-like" are levels 1 (The Blast Chambers), 6 (Initial Attack), and 8 (The Rooftops). These were the primary levels used to prototype the game. The other levels were used by the developers to test features or scripting, but some are rather substantial, like level 14 (AI Abilities Test). Below is a description of each layout, along with the name this layout is assigned in the Load Game menu, in the case of the 15 layouts listed there by default. Sorting the table by the Level name column will actually sort the levels by their position in the game's default Load Game menu. Screenshots from all layouts can be found in this FTP folder.
- Test results
- Works
- Crashed during gameplay; partly playable
- Crashed during level load (see screenshot in above folder for error message)