
Maps and levels · R.E.P.O. v0.4.0 · read from a local copy
What the map shows you
The map has its own marker for valuables, with a small and a large version of the sprite.
R.E.P.O. gives the crew a map rather than leaving them to memorise the layout: the game keeps its own markers, layers and scanning for it, and fills the level in as you go.
What the game establishes
- The map has its own marker for valuables, with a small and a large version of the sprite. (checked against the game's own files)
- Monsters and the player each have their own marker on the map. (checked against the game's own files)
- The map is drawn in layers. (checked against the game's own files)
- The map fills in over time, with its own spacing and waits. (checked against the game's own files)
- The backtrack behaviour works from a point prefab, with a point wait and a reset wait of its own. (checked against the game's own files)
- The map has scanning of its own. (checked against the game's own files)
- The build ships map icons at more than one size, including a head and a small one. (checked against the game's own files)
- The map draws cosmetic markers of its own, for things inside and for things outside. (checked against the game's own files)
- The map's pieces are named one by one, down to a background with a disabled version, a floor, walls, doors, stairs, room volumes with outlines, an overlay, a grid, fog and scanlines. (checked against the game's own files)
In play
The map is a piece of the game in its own right. It has markers, layers and scanning behaviour of its own, so what you see on it is drawn by the game rather than being a fixed picture of the level.
Valuables get marked. The game has a map marker of its own for them, with both a small and a large version of the sprite, which is why a valuable can appear on the map differently depending on how far away you are.
Enemies and players are on it too. There is a map entry for monsters and one for the player, so the map is a live picture of who is where rather than only the shape of the rooms.
It is layered. The game keeps a layer for the map, which is how different parts of it can be drawn from different sources onto the same view.
It reveals itself as you go. There is a backtrack behaviour with its own spacing and its own waits, and it places a point of its own after a wait while holding a separate wait before it resets, which is why the map fills in behind you instead of starting complete.
Even the look is generated. The map has scanning, a grid and an overlay of its own, so the effect of it being read is part of the game rather than a still image.
What this entry does not tell you: how far a marker reaches, how much of a level you start with, or how many levels the map covers. We have not verified those numbers, so we do not print them.
Related
Maps and levelsHow a level is put togetherA level is kept as its own description with a module count, a passage limit and a note about enemies.
ValuablesValuables and the loot you carry outValuables are separate objects, each with its own behaviour.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.