
EXTRACT
RUNDOWN PROTOCOL #MOD TITLE: EXTRACT 3rd rundown. A1 - A3 available. Under construction. Difficultly: between C's or D's duo.(Designed for full team.) Estimate playtime: always 20 - 30min.RUNDOWN PROTOCOL #MOD TITLE: EXTRACT
Base concept (conditions that are always followed): Always provide more than one way to clear a level. Limit "mandatory load-outs" to one level. Focus on time management required in the division of labor, rather than always sticking to a four-person team. Maximize the impact of resource management on play by controlling resource allocation. Design for communication between players to be effective against threats.
Rundown Concept (Rundown Specific): Level design according to the basic design of the GTFO system. Design and configuration in around 1 hour. A short, simple level consisting of a single independent idea that is followed from Alpha to Rundown1. Variety of play experiences created by the combination of components.
New elements being conceived and introduced:
From EXITPLAN (1st rundown in R5)
Degraded Alarm: Alarms without team scan. Provides new ways to divide labor, such as activating multiple doors at the same time.
Reactor Level: Explicitly states the number of steps as a level. The level is indicated on the lockdown door, and the player is notified in advance which door will be opened at which step.
From EXAMS (2nd rundown in R6)
EmergencyCall: All locked-down doors are opened or unlocked by EmergencyCall (EMC). Bulkhead doors and apex doors are unlocked only.
EMC_AIR_VENT: Fog is lowered as an emergency measure. However, it only attenuates the current status by 50%. Therefore, it makes sense to do this multiple times in a row. The fog will rise again. It can only be used once for each terminal.
EMC_OVERRIDE_LOCKDOWN_Z??? : Attempt to open the specified zone door. When the door is forced open, the fog temporarily decreases and then begins to rise again. similar to EMC_AIR_VENT. if the doors are opened too quickly in a row, the method of lowering the fog is lost.
EMC_SEQ_Z??? -Z???? : Starts the forced opening sequence of the doors, which open every minute in the order of the zone number. In combination with trapdoors, this creates a situation that requires an understanding of the map and the enemy's wave. Mine deployers, in particular, must be set up quickly.
Firewall: If a security door is protected by a firewall, an attempt to open that door with an EMC will trigger an alarm scan from the terminal. Normally, a Firewall door can be opened manually with only one small alarm scan. If the door is locked down, it may be necessary to split the labor between the two locations: in front of the door and at the terminal. If the Firewall door is opened by a sequence, a wave is spawned.
From EXTRACT(3rd rundown in R7)
Receded Alarm: An alarm scan in which the team scan appears last instead of first. Unlike Degraded, it requires a team, thus weakening solo play that ignores allies. In addition, all team members must keep track of the progress of the scan during the division of labor or communicate with each other.
Broadcasted alarm: Just an error alarm that causes a big charger to spring up. As far as I remember, for some reason it was only done on R5B1 in vanilla. It is a threat that needs to be dealt with regularly, and can add a sense of urgency to even the most mundane map configurations. Also, the loadout is greatly altered by this.