Pushwalls may be used to achieve several level design features. They can be made to open up secret areas, to block certain passages, or to perform combinations of these two. For example: A pushwall removed from a certain side may open one area and block another, removed from a different side it can do vice versa. Or: A pushwall can let the player into an area that he may have been to before but at the same time blocking the original path. By using sets of pushwalls, pushwalls and doors, objects or guards, quite a number of variations and combinations can in fact be achieved.
One object is particularly well fitted to control how a player shall be able to remove pushwalls. That object is the initially dead guard. This object blocks the way for a pushwall but not for the player. This is the only object that can be used to make the player immediately lock himself into a room or an area.
There are certain factors that must be included to make a Dead Guard Trick work. I have defined five general versions: Dead guard/solid block, dead guard/stationary object (works similarly), dead guard/door, dead guard/extra pushwall and two dead guards. In the last case a dead guard/deaf guard combination may also be used under certain conditions.
The following examples show the five different versions.
| The player moves in from the south. The wall block next to the pushwall prevents him from removing it towards east. |
| The player moves in from the west. The green barrel next to the pushwall prevents him from removing it towards south. |
| The player moves in from the south. The door behind the pushwall prevents him from removing it towards west. |
| The player moves in from the west. The upper pushwall prevents him from removing the first one towards north. |
| The player moves in from the north. The dead guard to the left prevents him from removing the pushwall towards west. |
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| Previous versions. The player moves in from the north. By pushing the wall westwards he would be blocked off from the rest of the level. |
| V2.02 - v2.04. The block next to the pushwall (and the dead guard) prevents the player from removing it anywhere but towards north. Thus blocking the retreat and opening the passage to the rest of the level. |