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

Shops and Computers

These two operations are almost done simultaneously because they share the same routine.

Shops

The generator first decides how many shops it will create, a random quantity between 5 and 8. It then creates the shops in random dead ends that have a free cell facing them.

As you can see, there are no inventory list involved. The list is internally managed by Captive.


Planet Probe Computers

The generator first decides how many planet probe computers it will create, a random quantity between 1 and 2. It then creates the computers in random dead ends that have a free cell facing them.

Each computer has a "Brains" encounter and computer password clipboard associated with it. The encounter is simply placed in front of the computer. The clipboard is created the same time the encounter is created, so we'll get into that later.

If two planet probe computers are created, the map generator ends this step by swapping the position of the first computer with the second to complicate the match of the right password clipboard with the right computer.

Move the mouse pointer over the image to view the map before the change.

In SuperCC, the red squares indicate the location of encounters. In the case here, these are "Brains" encounters that hold the computer passwords.