Introduction
Return to Main
Floor Layout
Floor Offsets
Player Starting Position
Filling the Map
The Elevators
No Touch Zones
Floor Creation
The Root Path
Filling Solo Holes
Fire
The Generators
Locking Trill
Shops and Computers
Pushable Walls
The Puzzles
Grate Traps
Cupboard Traps
Doors
Raiser Walls
Wall Holes
Encounters
Mines and Cupboards
Grates and Fire Hydrants
Wall Decorations
Holes
Fake Walls and Spinners
Outside a Base

"No Touch" Zones

To create a more realistic look than a plain mouse maze, the map has blocks of walls that are marked to be "undiggable". What makes these wall different from unconditional walls is that they still can be modified to have decorations or cupboards, but they won't be allowed to be removed for the purpose of creating a path.

The quantity of blocks depends on the current seed value and some maps don't even have any of these zones. Their position is randomly selected, and same goes for their width and height, although restricted to a maximum of 9 cells. Like the creation of the elevators, the creation of these zones are first validated (map edges respected? any elevators in the way? unconditional walls crushed?) and then created if all goes well.

Although not visibly part of the map, the zones are set in these regions of our example map.