Oni 2 (Angel Studios)/Levels: Difference between revisions
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[[Image:Oni 2 - The Rooftops.JPG|right|thumb|300px|The un-textured Rooftops level.]] | [[Image:Oni 2 - The Rooftops.JPG|right|thumb|300px|The un-textured Rooftops level.]] | ||
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 | 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 tool that adds them to the Load Game menu (see the [[../Running|Running]] page for the patch). Only a few layouts could be considered traditionally "game-like", including "The Blast Chambers", "Initial Attack", "The Rooftops", fightandshoot and M03_A03_Construction_Kev. Most layouts were used by the developers to test features or assets, but some are rather substantial, like "AI Abilities Test", or are simply interesting spaces, like nomad, skydock and TestLab. | ||
Below is a description of each layout, along with the level names assigned to the default 15 layouts listed in the Load Game menu. Sorting the table by the "Level name" column will sort first by the named levels and then by the remaining layouts' names. Screenshots from all layouts can be found | Below is a description of each layout, along with the level names assigned to the default 15 layouts listed in the Load Game menu. Sorting the table by the "Level name" column will sort first by the named levels and then by the remaining layouts' names. Screenshots from all layouts can be found [http://iritscen.oni2.net/oni2as/ HERE], or you can click the layout name in the table below to jump to that layout's screenshot folder. | ||
;Test results | ;Test results |
Revision as of 21:26, 19 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 tool that adds them to the Load Game menu (see the Running page for the patch). Only a few layouts could be considered traditionally "game-like", including "The Blast Chambers", "Initial Attack", "The Rooftops", fightandshoot and M03_A03_Construction_Kev. Most layouts were used by the developers to test features or assets, but some are rather substantial, like "AI Abilities Test", or are simply interesting spaces, like nomad, skydock and TestLab.
Below is a description of each layout, along with the level names assigned to the default 15 layouts listed in the Load Game menu. Sorting the table by the "Level name" column will sort first by the named levels and then by the remaining layouts' names. Screenshots from all layouts can be found HERE, or you can click the layout name in the table below to jump to that layout's screenshot folder.
- Test results
- Works
- Crashed during gameplay; partly playable
- Crashed during level load (see screenshot in layout's folder for error message)
Layout name | Level name | Description | |
---|---|---|---|
M03_A01_Blast_Chambers | 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, Brunhilda. The fight with Brunhilda can be experienced by playing M03_A01_Blast_Chambers_Boss. | |
FXCathedral_Scenario_1 | 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. | |
all_chars | 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. | |
junkyard | 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. | |
DestructableBuilding | 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. | |
M01_A01_Initial_Attack | 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. | |
M01_A02_Assault | 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. | |
M01_A03_Rooftops | 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. | |
FXCathedral_Scenario_2 | Defend the Statue | Essentially the same test mission as level 2, except with a slightly different mix of enemies. | |
EndlessCity | 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. | |
testzipline5 | 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. | |
testzipline8 | 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. | |
FXCathedral_Scenario_3 | 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. | |
kirk_meat_and_potatoes | 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. | |
tim06 | 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. | |
AlphaRoomTest | A room for testing transparency in textures. | ||
BlastChamberTextureTest | A test space in "Blast Chambers" for dropping trash to the ground on a timer. | ||
bra_grapple | You play as Brunhilda attacking Konoko. Pressing Triangle wrestles Konoko to the ground. | ||
char_cggtest | You play as a type of enemy who wields a metal weapon. | ||
circus | You're in an area with blocks to jump around on. | ||
cksound1 | |||
cnkcrane3 | A test plane where standing near the pole will cause a crane to grab you. | ||
cnkcrane4 | A slightly larger test plane than cnkcrane3, with two cranes. The second one will drop you off the plane if it grabs you. | ||
cnkcrane5 | When the level starts, a crane drops a small cylinder off the test plane. | ||
cnkcrane6 | Seems to be the same as cnkcrane5. | ||
cnkcurve1 | A test space where a box moves back and forth along a curve. You can jump on top of it and it will bob up and down until adjusting to your weight. | ||
dmg_vs_scv | You control a "dmg", whatever those are, but he cannot attack the "scv"s (Scavengers), nor do they attack him, and the camera is fixed in place. | ||
fightai_grapple | You control a Neo-Syndicate fighter who can attack Konoko. | ||
fightai_leader | You control Konoko and can attack a group of AIs with a leader, but none of them fight back. | ||
fightandshoot | A test room where you get in a firefight with a few AIs who will take cover and try to disarm you. | ||
fightandshoot_seanc | Seems to be the same as fightandshoot. | ||
FXCathedral | In the cathedral level used by "Protect/Defend/Destroy The Statue", a man on fire runs back and forth on a walkway. | ||
fxcathedral_kev | The cathedral level now has a shaft of light falling down on it, and there are three Neo-Syndicate baddies. | ||
HarborLayout | |||
InventoryTest | Same as FXCathedral, except there is a medkit you can pick up. | ||
junkyard1 | Seems to be the same as "The Junkyard", but with no scripted activities or player character. | ||
junkyard2 | Just a black screen with no player character. This can happen in The Junkyard when you fly around with the free-floating dev cam, so probably the camera is spawning in the wrong place. | ||
junkyard3 | Seems to be the same as "The Junkyard". You control Konoko. | ||
junkyard3kno | "The Junkyard" with subtle alterations. Konoko hovers in the air near the beginning of the level and cannot move. | ||
kev | A sprawling level, probably the second biggest after nomad, with boxes that move along paths, and many interconnected rooms. | ||
kirk_fightai_plane | |||
kirk_fightai_plane_M10 | |||
kirk_fighter_shooter_plane | |||
kirk_hangline | |||
kirk_individual_blocked_segmented | |||
kirk_individual_sections | |||
kirk_kno_and_gang | Spawns Konoko with "the gang", a group of baddies including Brunhilda. You can attack them, but they do not fight back. | ||
Kirk_Kno_Test_Jump | |||
kirk_targeting_plane_redux | |||
LAYOUT | |||
M02_A01_Harbor | An unfinished harbor area with docked ships that you can enter by climbing on shipping crates. | ||
M02_A02_Flip | |||
M02_Harbor | |||
M03_A01_Blast_Chambers_Boss | A wrestling-oriented boss fight with Brunhilda. This is essentially the portion of the level that follows "Blast Chambers" at the point that it crashes. | ||
M03_A01_Blast_Chambers_Boss_Pan | The same area as M03_A01_Blast_Chambers_Boss, but with four AIs that shoot at you while crane arms try to grab you and hold you. Three inactive Brunhildas are off to the side. | ||
M03_A01_Blast_Chambers_BossSC | The same area as M03_A01_Blast_Chambers_Boss, after passing through an intangible version of the door at the end of "Blast Chambers". There are no enemies in it. | ||
M03_A01_Blast_Chambers_Fredrik | Spawning in the "Blast Chambers" area, you immediately fall through the floor and out of the level. | ||
M03_A01_Blast_Chambers_Kev | |||
M03_A01_Blast_Chambers_Movies | The same area as M03_A01_Blast_Chambers_Boss, with an inactive Brunhilda and four cranes that try to lift you. You can target and destroy them with your gun. | ||
M03_A01_Blast_Chambers_Orig | |||
M03_A01_Blast_Chambers_Pan | |||
M03_A01_Blast_Chambers_SeanC | A version of "Blast Chambers" without working scripts. Enemies do not spawn/attack, and the ending arena can be entered but Brunhilda is not present. | ||
M03_A01_Blast_Chambers_Test | A version of "Blast Chambers" with slight alterations, but it crashes with an assert message shortly after beginning. | ||
M03_A02_Tunnels_And_Shafts | |||
M03_A03_Construction_Kev | A level with buildings and construction equipment, and enemies that attack. | ||
M03_A03_Deconstruction_Zone | |||
M03_A03_Deconstruction_Zone_SeanC | A test plane for testing animated level pieces. | ||
M03_Total_Kev | |||
NewBlastChamber | Loads the "Blast Chambers" area, but it crashes with an assert message shortly after beginning. | ||
nomad | An enormous devastated city. You can explore it with Konoko (or the developer camera), but there are no AIs. | ||
NomadBlocks | A haphazard arrangement of walls and blocks spanning a large area. | ||
obstacle_course | |||
obstacle_course2 | |||
OldShooter | The same scenario as fightandshoot, but only one of the four AIs shoots at you. | ||
Rooftops | Not to be confused with M01_A03_Rooftops, "The Rooftops", which works. | ||
seanc_ai_pacing | A test plane which demonstrates AI group behavior as they surround an enemy. | ||
shoottest1 | You must traverse a moving walkway while enemies run at you and try to knock you off. | ||
ShootTest2 | Konoko spawns in the space from M03_A01_Blast_Chambers_Boss. Disconnected from this arena are some walkways, but she cannot get to them. | ||
skydock | The camera is stationary in the air near a skydock with a docked ship. | ||
spawntest | On a simple plane, an enemy spawns from a flaming disc and attacks you. There is nothing else to do once he's defeated. | ||
TEST | A box moves along a line in a simple plane level. A test UI animation also seems to play. | ||
test_basic_behaviors | A demo of AI behaviors such as running for help and taking cover. | ||
test_two_two | A demo of the AI behavior of holstering their weapons and using melee moves when Konoko is close. | ||
testDisks | A simple geometry test of two curved 3D pieces on a plane. | ||
TestForNate | A large walkway surrounds a pointed dome. There is apparently nothing to do here. | ||
TestLab | A small lab area with spiderbots carrying boxes along walls and the ceiling. | ||
testrotate | A test area with a spinning level element. | ||
testslope4 | A test area with shallow slopes for Konoko to climb and steep slopes for her to slide down. | ||
testzipline | A test area with shapes that move along straight and curved paths. | ||
tim05 | A series of steps and platforms for Konoko to jump on. | ||
tim07 | |||
tim12 | A pile of blocks and a couple slides for Konoko to traverse. | ||
timtest | |||
uitest | This is the layout used to present the game's main menu. When loaded directly, no animation occurs, so the game appears frozen. | ||
Xenon | A single AI in the fightandshoot arena demonstrates shooting and taking cover, but when you get close, he demonstrates a throw and a choking grapple. |