Files
major_tom/assets/levels/mars02.lvl
Thomas 1ef84cd3b4 Add Mars Base generator, mars03 boss arena, and Mars campaign polish
Dedicated Mars Base generator with 6 segment types (entry, shaft, corridor,
turret hall, hive, arena), depth-scaled difficulty, and exit to boss arena
after 2 generated levels. Mars themes integrated into all 7 generic segment
generators. Full level chain: moon03 → mars01 → mars02 → mars_base (×2) →
mars03 → station.

Also: jetpack fuel pickup preserves recharge progress, depth counters reset
on game loop, NULL checks on entity spawns, charger charge timeout, bg
decoration in Mars Base generator.
2026-03-02 20:27:29 +00:00

109 lines
5.2 KiB
Plaintext

# Mars Base - Underground Corridors
# =================================
# Second Mars level: normal gravity, tall vertical layout.
# Narrow corridors with 90-degree turns, heavy enemy presence.
# Spacecraft intro from mars surface. Laser turrets, spawners,
# turrets, and chargers guard the base interior.
TILESET assets/tiles/mars_tileset.png
SIZE 40 46
SPAWN 3 7
GRAVITY 700
BG_COLOR 20 10 6
PARALLAX_STYLE 5
MUSIC assets/sounds/kaffe_og_kage.ogg
ENTITY spacecraft 1 3
# Upper zone - entry corridors (rows 0-17)
ENTITY turret 18 6
ENTITY laser_turret 30 6
ENTITY grunt 10 8
ENTITY grunt 25 8
ENTITY charger 14 16
ENTITY powerup_hp 20 14
# Mid zone - vertical shaft and crossover (rows 17-30)
ENTITY laser_turret_track 6 20
ENTITY spawner 34 20
ENTITY turret 22 24
ENTITY grunt 28 24
ENTITY charger 10 28
ENTITY powerup_jet 18 22
# Lower zone - base core (rows 30-43)
ENTITY laser_turret 15 32
ENTITY laser_turret_track 32 36
ENTITY spawner 8 38
ENTITY turret 28 38
ENTITY charger 20 42
ENTITY grunt 35 42
ENTITY powerup_hp 24 34
ENTITY powerup_gun 12 42
# Exit at bottom right — victory (end of Mars campaign)
EXIT 36 40 2 3 generate:mars_base
# Tile definitions (Mars tileset)
TILEDEF 1 0 0 1
TILEDEF 2 1 0 1
TILEDEF 3 2 0 1
TILEDEF 4 0 1 2
# Collision layer (40 wide x 46 tall)
# Layout: narrow corridors with vertical shafts connecting zones
# W = wall (1), P = platform (4), 0 = air
#
# Upper zone (rows 0-17): entry from top-left, horizontal corridor
# with a drop into the shaft system
# Mid zone (rows 17-30): vertical shaft on the left, rooms on right
# Lower zone (rows 30-43): base core, final gauntlet
# Bottom rows (44-45): solid floor
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