door_groups { name: "The Entry - Repetitive Entrance" # This *should* be a CONNECTOR, but currently we're not shuffling these # entrances because we want to guarantee that there's a way to The Repetitive # without missing keys in vanilla doors. Hopefully can be changed eventually. type: SHUFFLE_GROUP doors { map: "the_entry" name: "Starting Room West Wall North Door" } doors { map: "the_repetitive" name: "Entry Entrance" } } door_groups { name: "The Repetitive - Plaza Entrance" type: CONNECTOR doors { map: "the_repetitive" name: "Black Hallway" } doors { map: "the_plaza" name: "Repetitive Entrance" } } door_groups { name: "Control Center White Doors" type: COLOR_CONNECTOR doors { map: "daedalus" name: "White Hallway From Entry" } doors { map: "the_entry" name: "Control Center White Door" } } door_groups { name: "Control Center Purple Doors" type: COLOR_CONNECTOR doors { map: "daedalus" name: "Purple Hallway From Great" } doors { map: "the_great" name: "Control Center Purple Door" } } door_groups { name: "Control Center Orange Doors" type: COLOR_CONNECTOR doors { map: "daedalus" name: "Control Center Orange Door" } doors { map: "the_unkempt" name: "Control Center Orange Door" } } door_groups { name: "Control Center Brown Doors" type: COLOR_CONNECTOR doors { map: "the_bearer" name: "Control Center Brown Door" } doors { map: "the_tree" name: "Control Center Brown Door" } } door_groups { name: "Control Center Blue Doors" type: COLOR_CONNECTOR doors { map: "the_digital" name: "Control Center Blue Door" } doors { map: "the_unyielding" name: "Digital Entrance" } } door_groups { name: "Cyan Doors" type: CYAN_DOORS doors { map: "daedalus" name: "Eye Painting" } doors { map: "the_bearer" name: "Butterfly Entrance" } doors { map: "the_darkroom" name: "Double Letter Panel Blockers" } doors { map: "the_entry" name: "Starting Room West Wall North Door" } doors { map: "the_entry" name: "Flipped Pyramid Area Entrance" } doors { map: "the_entry" name: "Near D Room Painting" } doors { map: "the_graveyard" name: "Double Letters" } doors { map: "the_great" name: "Tower Entrance" } doors { map: "the_great" name: "Cyan Doors" } doors { map: "the_parthenon" name: "Double Letters" } doors { map: "the_unkempt" name: "Cyan Doors" } doors { map: "the_unkempt" name: "Control Center Orange Door" } doors { map: "the_unyielding" name: "Cyan Doors" } } door_groups { name: "Lavender Cubes" type: SHUFFLE_GROUP doors { map: "daedalus" name: "C Keyholder Blocker" } doors { map: "the_congruent" name: "T Keyholder Blocker" } doors { map: "the_great" name: "Lavender Cube" } doors { map: "the_parthenon" name: "Lavender Cubes" } } 2cfd23e6148c4d8'>maps/the_relentless/README
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The Relentless is complicated because it makes heavy use of the keyholder
mechanic. There are three rooms, and you are expected to enter each room missing
certain letters. Solving the available puzzles in each room opens the doors
between the rooms, which lets you cross into them with a different set of
missing letters.

There currently isn't a way to represent "is missing certain letters" in our map
data or randomizer state. Instead, we use rooms to emulate knowing which letters
are available. There is a room for each of the three entrances, containing the
puzzles solvable with the expected missing letters. There's a room for each of
the inner pairs of rooms, representing what becomes available when one of the
doors is opened, and a room representing what is solvable when both doors are
opened.

This is all done with the expectation that you are always entering The
Relentless with the correct letters in the Control Center's keyholders. Because
of this, the warps to The Relentless are not randomizable. The Control Center
keywords that open these warps are also not randomizable. It'd be nice to find a
way to randomize this at a later point.

Also note that in order to keep this functioning properly, if the player
receives a letter item while in The Relentless, the mod should hold off on
adding it to the player's keyboard. We may want to overhaul how keyholders work
entirely and just have some kind of thing in the Archipelago client's global
state.