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Thread: Tenchu: Fatal Shadows

  1. From what I read at the time (this was a while ago though, so please forgive if I'm wrong) the level editor was the same in 2 as it was in Japan 1. I never really got into the whole editing levels thing though so i cant say.

    Oh, and is the new one actually out now or what?

  2. Quote Originally Posted by Dolemite
    Never messed around with the level editor in 2 that much. How extensive is it, and how much space do the created levels take up on a memory card?
    The level editor is amazingly extensive!! I had two levels I'd built that I was really impressed with. One a cave level and the other a castle. It takes up quite a bit of ps1 memory card space, but I don't remember how much. I'm pretty sure i had those two on the same memory card and still space to do other stuff.

    I tried to play through my cave level not that long ago and couldn't get through it because it was too difficult... And I think that's pretty awesome. Lots of bottomless wide chasms to jump across, some dastardly patrolling guards in rather hard to see places and the old man you're supposed to find, well, you have to go underwater and come up in the area he's in and it's not easy to find.

  3. I didn't have any clue that Tenchu 2 had a level editor until this thread, now I want to find that game.
    matthewgood fan
    lupin III fan

  4. Quote Originally Posted by Dolemite
    Never messed around with the level editor in 2 that much. How extensive is it, and how much space do the created levels take up on a memory card?
    Quote Originally Posted by Jeremy
    I didn't have any clue that Tenchu 2 had a level editor until this thread, now I want to find that game.
    To start your first creation at the main screen select Mission Editor. You are then presented with two options; Run Mission is an area where you can load up and play custom missions, Edit Mission is for new creations and editing existing missions.

    Selecting Edit Mission brings you to this screen where you can either choose to a create a new mission or alternatively edit existing missions from your memory cards.

    On the next screen you get to set the parameters for your mission. So questions you need to ask yourself are: What tileset do I wish to use? What objective do I want? Do I want stealth or a time requirement?

    Enter the following parameters:

    Title (this is the name of your mission and can be up to 32 characters)
    Creator (your name goes here, up to 16 characters)
    Password (if you don't want anyone else to edit your mission then enter a password)
    Location (choose the tileset you wish to use)

    Your next choice is to choose which objective you would like for your mission. Each mission has a specific objective that the player must achieve in order to complete the level. The objectives are:

    Seek Out
    Find Azuma Shiunsai.

    Eliminate
    Eliminate every character on the board.

    Protect
    Locate Lord Gohda, then escort him safetly to where Sekiya, his senior councillor, is waiting.

    Assassinate
    Assassinate the target character. No other characters matter. The target character is determined by the location setting.

    Retrieve
    Find the three missing scrolls. The scrolls may be hidden or in the possession of enemy characters.

    Steal
    Locate a secret document hidden somewhere on the level, and bring it back to Lord Gohda.

    The further options you have are to choose which characters can be used for the mission. A mission can be limited to one, or open to all the three main characters. You can also add a stealth requirement, with the mission resulting in failure if you are seen, or a time limit for the level.

    Making your first mission - Inside The Editor 1

    The terrain editor is used to lay out the shape of your mission. Each mission consists of a grid 32 by 32 squares. This is the area in which you can place your terrain. The red square (1) indicates the active square, this would be where any terrain selected would be placed.



    The white square outline in the top left corner (2) is an overview of the terrain. It allows you to quickly check you character distribution. The smaller red rectangle within indicates the part of the terrain which is displayed on the screen. The key to the coloured dots is as follows:

    Blue: Player
    Pink: High-ranking characters
    Yellow: Boss characters
    Red: Low level characters and/or scrolls and secret documents
    Green: Noncombatants

    By pressing L1 and L2 you can scroll through all the terrain elements. These elements comprise of two types; terrain blocks, which make the actual terrain of your level, and terrain objects which are for decorational purposes. You do not have an endless supply of terrain objects, 64 is the maximum, so use your quota wisely.

    As you scroll through the objects they are visually displayed on the left. Above that display is further information (3) telling you what height this terrain block can vary between. When you place the terrain the height meter bar (4) to the right will tell you at what height the block is you are placing. To alter the height just keep re-assigning that terrain with the "x" button. One you have placed the terrain for that square move the red cursor square to your next space and choose which tile and at what height you want next.

    In the terrain editor you can change your view, zoom in and out, and change to the wireframe view (by holding L1 in combination with other buttons). You should now of created your terrain... on to adding some characters.

    Making your first mission - Inside The Editor 2

    The maximum number of enemies you can place in your terrain is 20. To place an enemy press START. This toggles you between the Terrain and Character Editor. In the same way as the terrain editor select which enemy you wish to postion and press "x" to place.



    Once you have placed an enemy you need to specify a route. If no route is specified then the enemy will randomly rotate between the 4 directions on the spot. To open up the route menu press R1, note you need to have the red active square cursor on your enemy.

    To define a path use the direction arrow to move the blue arrow. The blue arrow dispays which way the character is facing. You can add different length pauses to your characters routes. Each character path can contain up to 160 squares of movement, though I would suggest keeping patrol areas relatively small and simple.

    Note that you cannot place guards on slopes and they can only be traversed if the character goes up and down a slope, not across it.

    Now all that remains is for you to test your mission. If you press SELECT a menu will pop up where you can save and test your mission. Does the mission play and look alright? Is there areas for improvement? When you are happy with your mission complete a final save and set a password.
    .

  5. Scourge, thanks for the in-depth info. Good job.

    I really need to sit down one night and make up a really good level. I remember one time I messed around with the level editor I made one flat, featureless level with no hills or buildings or anything and stuck, like, 20 guards right in the middle of it.


    Quote Originally Posted by Scourge
    The level editor is amazingly extensive!! I had two levels I'd built that I was really impressed with. One a cave level and the other a castle. It takes up quite a bit of ps1 memory card space, but I don't remember how much. I'm pretty sure i had those two on the same memory card and still space to do other stuff.

    I tried to play through my cave level not that long ago and couldn't get through it because it was too difficult... And I think that's pretty awesome. Lots of bottomless wide chasms to jump across, some dastardly patrolling guards in rather hard to see places and the old man you're supposed to find, well, you have to go underwater and come up in the area he's in and it's not easy to find.
    Sounds like a cool level, but how can the old guy be hard to find? Didn't YOU put him there?

    Are the levels you can create as big as the levels in the game, or is there limited space?
    Last edited by Dolemite; 14 Feb 2005 at 01:34 PM.

    Dolemite, the Bad-Ass King of all Pimps and Hustlers
    Gymkata: I mean look at da lil playah woblin his way into our hearts in the sig awwwwwww

  6. Quote Originally Posted by Dolemite
    Sounds like a cool level, but how can the old guy be hard to find? Didn't YOU put him there?
    True, *I* know where he's at. But damn, is he ever difficult to get to.

    I had two main sections to the cave. The front had a couple of branching paths. The one on the right lead to a nearly impossible double jump flip you had to make in a semi-narrow ravine to continue and have a relatively short distance to travel to the edge of that half. The other wound around several ways leftwards, and it was easy to get lost in if you took a wrong turn and ended up down in an area that it was hard to get back out of because the only place you could use your grappling hook was very hard to find.

    Once you made it through these paths you'd come out at the edge of the first half of the caves that had a huge chasm all the way across the playable area in front of you. You had to find the right area on the other side of the chasm to jump to, which was only a single block's width and your only hope of making the jump was to double jump flip and catch it with your hands and pull yourself up.

    Near where you had to stand to try the jump was a hidden enemy, that was one of the harder baddies to beat. And across the chasm while you're trying to jump is a guy taking pot shots at you with his stash of arrows. And if you didn't take him out he'd keep shooting you while you were pulling yourself up if you managed to grab the ledge in your jump.

    Once you were safely across, the paths all seem to tighten up and lead nowhere. To the right all the paths wound a lot and crisscrossed and were full of patrolling guards and did lead absolutely nowhere. You had to make your way all the way to the left on the front of the ledges near the chasm, drop down into a twisting tunnel, kill some patrolling guards, avoid some spike-traps and actually find the water, which was disguised by a wall over it, the water area looking very tiny until you actually jumped into it and went under.

    Then in the water there were two branching paths: one that lead to an underwater waterspout that would drag you down into a bottomless pit instantly and the other that lead to a small area you could swim up under, but which was hard to see. After you picked the right direction, you'd go through a small tunnel underwater and come up and out to a little island that the old man is standing on.

    It was great. And trust me, even knowing where the guy is, once I get in the water and start trying to find the right path under there, I get so turned around.


    Quote Originally Posted by Dolemite
    Are the levels you can create as big as the levels in the game, or is there limited space?
    It's limited space, 32 X 32 squares, but trust me, you can really put together some impressive stuff. Just keep in mind that the first thing you should do is build up the ground so that there's depth enough for your level to have a "below" area. You can then always build whatever you want above that.

    The castle I built had a dungeon-like basement in it, and the mote lead into a water tunnel that led into a pool that came up inside the castle so you could sneak in undetected, except that there was one patrolling guard that would hear you surface and splash in the water if you came up at the wrong time.

    Also, prepare to keep testing what you're building over and over as you build to make sure it's a) possible, b) fun to play, and c) what you really want before you go on and build a whole lot more that you might have to tear down if you decide you don't like a section. Also prepare for spending several hours building one level if you want it to be intricate and ultra-cool.
    Last edited by Scourge; 14 Feb 2005 at 04:03 PM.

  7. It's out. I'll pick it up tonight and post impressions tomorrow.

    Dolemite, the Bad-Ass King of all Pimps and Hustlers
    Gymkata: I mean look at da lil playah woblin his way into our hearts in the sig awwwwwww

  8. BTW guys, Tenchu Shinobi Gaisen was actually the first tenchu game to feature a level editor. Shinobi Gaisen was a Japanese-only rerelease of the original Tenchu, with all of the features from the American version (new stages, better AI, etc.), plus the level editor and several videos including a tour of Aquire's offices, and the original Tenchu (looked like a futuristic Ninja action game with less emphasis on stealth). There also an added level called "Tenchu 2030," which may or may not have been in the U.S. version (I can't remember anymore), that took place inside a factory with metallic flooring and walls, and green "acid" in place of water.

    Shinobi Gaisen's level editor is much more limited compared to Tenchu 2's level editor (you could only create indoor levels with a plain-looking wood for floors and walls, and the stage area was smaller), but I had a BLAST making levels in the game. Same with Tenchu 2.

    Also before Tenchu 2 released, another Japanese-only Tenchu game hit the PSX called Tenchu Shinobi Hyakusen. This was a collection of both Acquire and fan-made stages; there are 100 in total. I never did get all the way through it.

    IGN also had a contest for the best fan-made level in Tenchu 2 back in 2000(or was it '99?). They had some of the levels available for download on the psx.ign.com site too.

  9. Impressions:

    Pretty cool so far. Feels more like a side-story to the Tenchu series instead of a full-fledged sequel (which I suppose it is).

    Missing Rikimaru but since Ayame's my favorite I'm okay. Thought Rin would be annoying but she's actually a pretty cool character.

    The dual stealth kills are pretty handy.

    Putting swimming back is cool but you can still be heard climbing into and out of the water and can still be seen even when using the breathing tube. However, there's a nice jump out of the water manuever that I assume you can use to go straight into a jumping stealth kill on a guard on the shoreline. Gotta test that out tonight.

    Graphics are pretty much unchanged from Wrath of Heaven, which is fine. They still have plenty of atmosphere and convey old Japan very well. In some ways, however, the textures seem maybe lower res. Not sure. Level design seems larger and more complex, however. Perhaps this explains the slight downgrade in clairty. Nothing major, and I might just be making it up in my head.

    It's a shame the same guy isn't doing the score (aside form the opening song). The new composer does a pretty good job imitating him, though. The arrangements aren't as lush and complex but it still comes across as Tenchu tunes.

    Still no true light-sourcing for hiding in shadows and such.

    Characters move faster and animate better than Wrath of Heaven.

    Overall, so far, if you want more Tenchu (like me), this is for you. Like I said, however, it feels more like an expansion pack than a real sequel. We'll see how it shapes up the further I get into the game.

    Hopefully Tenchu 4 will pop up on PS3 with a vengance and include a complete overhaul of everything.
    Last edited by Dolemite; 17 Feb 2005 at 02:04 PM.

    Dolemite, the Bad-Ass King of all Pimps and Hustlers
    Gymkata: I mean look at da lil playah woblin his way into our hearts in the sig awwwwwww

  10. Hopefully Tenchu 4 will pop up on PS3 with a vengance and include a complete overhaul of everything.
    lols

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