Gauntlet II Maze Editor Instructions
By Dave Hallock


Edit Window
----------------------------------------------------------------------------
Top Wall
   This wall must remain solid in Gauntlet II.  With vertical scrolling 
enabled, it is possible to transport across the top wall, but players and 
monsters cannot move through this barrier and wrap around as with 
horizontal scrolling.  This wall serves as both the top and bottom maze 
border walls.


Maze Elements
----------------------------------------------------------------------------
Floor
   This is a normal, empty floor space.  Click "clear" to fill the edit 
window with these spaces.

Stun
   These tiles stun players when stepped on.  Monsters do not move 
through these tiles.

Wall
   To define an outer border for a normal, non-scrolling maze, add one 
vertical line of walls along the left edge of the edit window.  This wall 
serves as both the left and right maze border walls.  The top wall, which 
must remain intact, serves as both the top and bottom maze border walls.

Movable
   Players can push these walls around.  They are destroyed with 25 shots.

Secret
   These walls disappear with one shot.  They may leave behind coins, 
indestrucible food, an indestructible potion, a permanent potion, Death, 
or nothing.  Shooting one of these walls awards a secret room clue at the 
start of the next level.

Destructible
   These walls are destroyed with shot power equivalent to 3 normal shots.

Random
   Random walls appear and disappear during the game.  If a player or 
monster steps on one of these while it is a floor, then it will stay a 
floor.

Trap/Cycle/Alter
   These walls have 3 functions.  Normally, they are trap walls.  They 
disappear when the corresponding numbered trap is stepped on.
   If cyclic walls are enabled, these walls become the walls that appear 
and disappear in cycle.  They cycle in order from 1 to 3.
   If deletable walls are enabled, These are the walls that are variable 
in the determining of the maze configuration.

Trap
   When stepped on, these spaces cause the corresponding numbered trap 
walls to disappear.  All other traps of the same type also disappear.

Door
   Add a horizontal or vertical door to the edit window.  Doors disappear 
when touched by a player with a key, or if players stall.  When joining 
horizontal and vertical doors at a corner, it doesn't matter which door 
orientation you use in the corner space.

Start
   All mazes must have at least one start.  You should leave enough empty 
floor space around each start to fit all 4 players.  If more than one start 
is defined in a maze, the game randomly chooses one to use.

Exit
   All mazes should have at least one exit.  If no specific exit 
attributes are enabled, all defined exits will appear in the maze and 
function.  See the exit attribute descriptions for more information.

Exit to 6
   When players use this exit, the next level played will be level 6.  
All defined exit-to-6s will always appear in the maze and function.

Ghost - Grunt - Demon - Lobber - Sorcerer - Auxiliary Grunt
   Add a 3-weight monster of the selected type to the edit window.  
Auxiliary grunts are the same as grunts.  They can have their own defined 
behaviour and allow for 2 different kinds of grunts on the same level.

Death
   Add Death to the edit window.  Death disappears after taking up to 200 
health points from players.

Acid Puddle
   Add an acid puddle to the edit window.  These move randomly.

Super Sorcerer
   These appear behind players, take a shot, and disappear.  They will 
attack when their defined starting positions become visible on the screen.

It
   The player the it monster touches becomes it.  All monsters except 
acid puddles, super sorcerers, thieves, muggers, and dragons are only
attracted only to the player who is it.  Players can tag each other it.  
It expires when the level ends.

Generators
   Add a monster generator of the selected weight and monster type to the 
edit window.

Treasure
   These score 100 points each and award higher bonus multiplier in 
multiple player games.

Locked Treasure
   These are only opened when touched by a player with a key.  They may 
contain destructible food, a destructible potion, coins, a key, or Death.

Bag'o'Gold
   Add a bag of coins to the edit window.  These score 500 points each 
and award higher bonus multiplier in multiple player games.

Destructible Food
   These award 100 health points each.  They are destroyed by players' or 
monsters' shots.  Defined food is subject to not appearing in a one 
player game.

Indestructible Food
   These award 100 health points each.  They are not destroyed by normal 
shots.  Defined food is subject to not appearing in a one player game.

Destructible Potion
   These can be shot by players, with lesser effect, or by monsters, with 
no effect.  Players can carry 12 keys and/or potions.

Indestructible Potion
   These are not destroyed by normal shots.  Players can carry 12 keys 
and/or potions.

Key
   These score 100 points each.  Players can carry 12 keys and/or 
potions.  If a player has 12 keys and no potions, he can pass through a 
key, destroying it and earning no points.  Keys open doors and locked 
treasures.

Invisibility
   This temporary potion awards invisibility.  All monsters except super 
sorcerers, thieves, muggers, and dragons do not attack invisible players.  
Invisibility expires with time.  It can be carried over to new levels.

Repulsiveness
   This temporary potion awards repulsiveness.  All monsters except acid 
puddles, super sorcerers, thieves, muggers, and dragons avoid repulsive 
players.  Repulsiveness expires with time.  It can be carried over to new 
levels.

Reflective Shots
   This temporary potion allows a player's shot to bounce off of 3 walls.  
Reflective shots expires when the level ends.

Transportability
   This temporary potion allows/causes players to transport through 
anything when touched except locked treasures, all monsters, other players, 
all exits, and maze border walls.  Transportability expires when the 
level ends.

Super Shots
   This temporary potion awards the player with 10 super shots.  One super 
shot will destroy all shootable monsters, monster generators, destructible 
walls, treasures, locked treasures, coins, destructible potions, 
indestructible potions, permanent potions, and all food in its path.  9 
super shots will destroy Death.  Super shots expire with the next 10 shots.  
They can be carried over to new levels.

Invulnerability
   This temporary potion awards a player with invulnerability to attacks 
from all monsters except it monsters, thieves, muggers, and dragons.  While 
invulnerable, a player's health drains several times more rapidly.  
Invulnerability expires with time.  It can be carried over to new levels.

Dragon
   Dragons are killed by shooting the head 9 times.  They leave behind 
coins and a permanent potion.  Killing a dragon awards a secret room clue 
at the start of the next level.  Dragons only appear on levels 12 and higher.
   Dragons occupy 4 spaces in a 2x2 area.  The dragon icon should be 
placed in the lower left corner of the 2x2 area you wish it to occupy.  
Leave the remaining 3 spaces defined as empty floor.  Dragons will 
automatically orient themselves horizontally or vertically.

Do Not Use
   This space produces unpredictable results and should not be used.  Its 
intended purpose is unknown.

Transporter
   Transporters take players to the closest visible transporter.  
Transporting on top of monsters destroys them safely.  When horizontal 
and/or vertical scrolling is enabled, keep in mind that the nearest 
visible transporter in the game may not be the nearest visible in the 
edit window.

Field Hub
   To generate force fields, place two hubs in the same row or column in 
the edit window.  All floor spaces between all aligned hubs automatically 
become force fields in the game.
   Only these items may be placed on force field floor spaces:  starts, 
keys, treasures, locked treasures, bag'o'gold, all food, all potions, 
movable walls, doors, all monsters, and all monster generators.  If any 
other items are placed on any space between hubs, A force field will not 
appear between those hubs.

Note!
   The following maze elements are random and cannot be defined to appear 
in the maze editor:
  Permanent Potions - These may appear on levels 6 and higher.
  ? Food - These may appear on levels 6 and higher in place of defined food.
  Poison - These may appear on levels 3 and higher.
  Multiple Keys - These appear when a player with more than one key dies.
  Thief - These may appear on levels 8 and higher.
  Mugger - These may appear on levels 8 and higher.


Maze Attributes
----------------------------------------------------------------------------
Fast Monsters
   These options each cause all monsters of a type to move at the speed 
of a slow player.

Odd Attack Angle Monsters
   These options each cause all monsters of a type to attack players at
odd angles instead of straight-on.

Moving Exit
   This causes the exit to "move".  The game cycles through all defined 
exits one at a time.  When any player exits the level, the exit stops moving.
If this option is used while choose one exit and fake exits are enabled,
all fake exits will appear at the start of the maze and disappear one by one
as the real exit moves through them.  Players are notified of this feature
at the start of the level.

Fake Exits
   This option has no effect when used by itself.  If used with the choose 
one exit option, all defined exits will appear in the maze, one will be 
randomly selected as real, and all others will be fake.  More than 
one real exit cannot appear on a level with fake exits.
   All defined exit-to-6s will always appear in the maze and function.
   This option should not be used without the choose one exit option.

Choose One Exit
   This causes the game to randomly select one exit for use from all exits 
defined for that maze.  Only one exit will appear in the maze and function.
If only one exit is defined in the maze, this will be the exit selected for
use.

Add Random Foods
   These options are used collectively to define from 0 to 7 random foods 
to appear in a level.  The total of all selected options is used.  If none 
are selected, no random food appears.  If all are selected, 7 random 
foods may appear.
   Random food is always destructible food.  They are positioned randomly 
in empty floor spaces.  They appear in addition to defined destructible 
and indestructible food.
   Random food is subject to not appearing in a one player game.
   Random food does not appear at the start of a new game on level 1; 
however, it will appear on level 1 if all players die on this level and 
restart quickly, as if continuing the game.

All Walls Invisible
   This causes all walls in the maze to be invisible.  This includes all 
walls, secret walls, destructible walls, random walls, and trap walls.
Invisible destructible walls need only one normal shot to be destroyed.
Invisible random walls distort the floor graphics as they "appear" and
"disappear".  Players are notified of this feature at the start of the
level.

Trap Walls Invisible
   This causes all trap walls in the maze to be invisible.  Players are
notified of this feature at the start of the level.  All-walls-invisible
cancels out this option as well as the players' notification of it at the
start of the level.

Random Traps
   This causes the number of each trap type to be randomly assigned.  Only 
the types are randomly assigned a number, not individual traps.  For 
instance, all defined trap-1s will be assigned the same number.
   To guarantee the ability to delete any trap wall type, all 3 trap types 
must be placed in the maze when this option is selected.

Local Traps
   This causes traps to delete the corresponding trap walls only if the 
walls are visible* on the screen.  Be careful, you could create some real 
problems with this one.
   Stepping on a local trap also causes all, and only all the on-screen 
traps of the same type to disappear.
   *This is not meant to exclude invisible trap walls.

Enable Cyclic Walls
   This causes all trap walls in the maze to become cyclic walls.  The 
trap walls will appear and disappear in cycle, one trap wall type at a 
time, in order from 1 to 3.
   Traps will cause cycling trap walls to disappear if present, but the 
walls will reappear with the next cycle, rendering traps ineffective.

Deletable Walls
   These 2 options cause either one or two trap wall types to all be 
deleted at the start of the level.  The type(s) deleted is/are randomly 
selected.  In addition, all defined traps of the same type(s) also become 
deleted.  Traps that are not deleted will function normally.
   Either of these options allows for 3 different, possible wall 
configurations for the maze if all 3 trap wall types are used.
   Selecting both deletable wall options at the same time will cause 
either 2 OR all 3 trap wall types to be deleted, allowing for 4 different,
possible wall configurations if all 3 trap wall types are used.
   If deletable walls are enabled while cyclic walls are enabled, all 
trap walls will cycle, rendering deletable walls ineffective.

Scroll Horizontally
   This enables horizontal scrolling and wrap around.  Players and monsters 
may move off the left or right edge and continue seemlessly to the other 
side.

Scroll Vertically
   This enables vertical scrolling; however, players and monsters cannot 
freely move through the top wall and wrap around.  Players may transport 
through the top wall, lobbers may shoot players over the top wall, and 
super sorcerers may teleport through the top wall.

Off Screen
   This allows players to move off screen in multiplayer games, and also 
in one player games if the player moves faster than the scrolling of the 
screen.
   Players are notified of this feature at the start of the level.

Stun Level
   Players' shots will stun each other on levels with this option enabled.
   Players are notified of this feature at the start of the level.

Hurt Level
   Players' shots will hurt each other on levels with this option enabled.
   This option will not function if stun level is enabled.
   Players are notified of this feature at the start of the level.

Floor/Wall Patterns/Colors
   Each slider has 16 settings, 00-15.  Floor pattern settings 09 and 
higher are unused and produce garbled floor images.  Wall pattern 
settings 09 and higher repeat the patterns of settings 06, 07, and 08.  
Use the image g2patcol.jpg to make a visual selection of patterns and 
colors.
