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

Raiser Walls

Raiser walls are like doors with a button. The amount of attempts to create them is the same as the map number if it's below 11, but hardcoded to 20 after. They can be created on any free floor except in rooms as it would be useless to have a raiser wall in the middle of a room.

To make sure the wall has some purpose (for example, not having a raiser wall in a dead end), the generator picks a random floor cell and goes back 1 cell using the root direction. If the destination cell is not a free floor cell, it goes back 2 cells and tries again. If the cell is valid, it looks around to see if there are any doors because it would just be annoying to open a door and then have to open a raiser wall which is some sort of door.

When everything is a success, the raiser wall is added.

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

In SuperCC, raiser walls are green blocks with a red dot in the middle.