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v1.1: Items are now randomised within levels.
Custom level data with notes as to where items can be placed is now included. See MAPINFO.TXT for info on how this works. It's no-longer possible to exit a level without collecting its item. A bug fix with the yorp messages, which were wrong about where levels had moved. The title screen's block colours have been randomised, and the main menu has been simplified and updated with randomiser config info. It's possible to run with the old randomiser rules with the /V1RULES option, but it required the original LEVEL??.CK1 files, which are not included.
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A few notes on randomised maps | ||
------------------------------ | ||
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As of version 1.1 of the Keen 1 Randomiser, the LEVEL??.CK1 files have been | ||
modified to contain additional item locations. This was suggested by | ||
KeenRush[1], and works as follows: | ||
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- If multiple keycards of the same colour are present, these act as | ||
different possible locations for one keycard. This means that all of them, | ||
except for one, will be replaced with the grey sky tile. | ||
- The first frame of the joystick (tile 221) must be present in every level. | ||
It represents a possible location for a special item (the pogo stick or | ||
ship parts). Only one such item will be placed in a level. | ||
- Make sure these possible keycards and items are accessible without the | ||
pogo stick (as it's possible that Keen won't have it), and are not | ||
behind a door they're needed to open. | ||
- The exit door will not function until the special item in a level has | ||
been found, so it's safe to hide it somewhere far from the exit. | ||
(It might be frustrating, though, if it's hidden somewhere too silly.) | ||
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[1]: https://pckf.com/viewtopic.php?f=4&t=8569#p95834 |
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@@ -3,7 +3,7 @@ Commander Keen 1 Randomiser | |
=========================== | ||
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Author: David Gow <[email protected]> | ||
Version: 1.0c | ||
Version: 1.1 | ||
Website: https://davidgow.net/keen/randomiser.html | ||
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@@ -24,10 +24,12 @@ What does it change? | |
- Positions of key items (spaceship parts and pogo stick) are randomised. | ||
- Enemy positions are shuffled (within a level). | ||
- Point items (lollies) are shuffled within a level. | ||
- Door/Keycard colours are randomised (cosmetic only). | ||
- Door colours and keycard placements are randomised. | ||
- Some block colours are randomised. | ||
- Yorp statues now hint at item locations. | ||
- The exit door won't work until you've got the level's item. | ||
- You can see the random number seed on the Status Screen (press Space) | ||
- You can see other game options on the main menu. | ||
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Note that there are some things which don't change: | ||
- Level layouts remain the same. | ||
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@@ -83,8 +85,9 @@ but there are a few things to be wary of. | |
the original game. Familiarise yourself with them. | ||
- The Pogo Stick is much harder to get: you'll probably need to complete a | ||
lot of levels without it! | ||
- Ship Parts and the Pogo Stick will always be either in their original | ||
locations, or right next to the exit. You can't miss them! | ||
- You can't exit a level if you haven't got the item in it. If the exit door | ||
isn't working, get looking for an item you've missed. Items (and keys), are | ||
often hidden behind enemies or at the end of coridoors. | ||
- Raygun Ammo is where you remember it from the original game, but because | ||
you'll be playing levels in a different order, you'll probably find ammo | ||
hard to find. Use it wisely (and get good at dodging!) | ||
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@@ -116,3 +119,6 @@ Make sure that CK1PATCH and CWSDPMI are copied to the Keen1 directory, as well | |
as the RNDKEEN1.BAT and RANDKEEN.EXE files. There's an included shell script | ||
which compiles RANDKEEN.EXE and does this, though it has some hardcoded paths | ||
in it. | ||
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Finally, look at MAPINFO.TXT for some information about how to modify item | ||
locations in maps. |
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@ECHO OFF | ||
COPY LEVEL81.CK1 RNDLV81.CK1 | ||
COPY LEVEL90.CK1 RNDLV90.CK1 | ||
RANDKEEN %1 %2 %3 %4 %5 %6 %7 %8 %9 | ||
CK1PATCH RNDKEEN1.PAT |
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