Alternate between two terrain types of your choice. I made my tiles 4 meters long and wide.
Add some sort of prop arrangement for where the enemies will come from.
I’ll use rocks to make a sort of cave.
In order for our map to function, we need each space to have a zone and a teleporter.
You should start by placing a zone in each of the squares, with Gadget Fire Enabled to No (Inside device settings). Make sure they don’t overlap. Here is how mine looks after:
Ok, now to move on to the teleporters.
Place a teleporter inside each zone/square. Make sure the teleporters don’t overlap and are adequately spaced so that they are fully inside each zone. For the settings, set visible in game to no.
Now, for the annoying part.
Wire each zone to a wire repeater that wires to the teleporter in the next zone. (The first teleporter will not have any wires.) The wire repeater should have a 0.5 delay.
Note: this screenshot only shows some of the map, but make sure you repeat the process the whole way through.
Enemies (Section WIP)
Now lets make the Enemies.
I will divide this game into 10 waves.
I will finish this!
Just need to duplicate a bunch of stuff and test. Then I will release the rest in stages.
Also, please don’t start following this guide until it is done.
I think you would have a series of props on each square, and a property for each one. Example: for Wave 1, let’s say there are five IDK, wooden signs. As they move forward, it checks to see if one is destroyed, and when it’s destroyed, set its matching property to “Destroyed”. If it’s destroyed, then it won’t appear at all.
Like this: I destroyed the first sign in the first wave, so the property “enemy1_1” is set to “destroyed”. When it comes to the next frame, it checks to see if the enemy is destroyed, and if it is, then it just won’t appear in the next frame.
The zone should not be active on start, but instead activated using a button. You can connect each teleporter to a wire repeater that has some sort of delay, and that wire repeater will teleport the sentry into the next one.