Overview

Initializer Sequence

This subsequence is used to organize anything that will be used for map and player initializations.
Opening Sequence

This sequence makes the first orb actor move around, plays a voice-over to call the player to the orb, and gives them movement instructions. It is also using a custom Kismet sequence action created by Jared, my lead programmer.
1st Door

This sequence is triggered when the player passes the first door. It will play a matinee to lower the gate, change the camera to a static camera that is looking at the gate, plays voice-overs, sets a checkpoint, and replaces the orb with another orb in a different position to be used in the next sequence.
Torch Path Sequence

This sequence is triggered after a voice-over cue from the sequence above. It plays a matinee that will move the orb across the tunnel and turn on particle effects, lights, and sound for pairs of torches.
At the end of the matinee, it triggers another matinee that will raise the door at the end for the player, and turns the orb off to create a new orb for the next sequence.
There is a boolean check for each torch pair except the final pair for the door. This boolean check makes sure the torch doesn't light up if the explosive effects are triggered in the next sequence.
At the end of the matinee, it triggers another matinee that will raise the door at the end for the player, and turns the orb off to create a new orb for the next sequence.
There is a boolean check for each torch pair except the final pair for the door. This boolean check makes sure the torch doesn't light up if the explosive effects are triggered in the next sequence.
Explode Torches

This sequence is triggered when the player hits a trigger point on a narrow bridge in the tunnel. It will disable all torches and triggers a particle and sound effect for them.
It will also toggle a boolean that will disable the pairs from lighting up from the previous sequence.
After all the effects are played, voice-overs are played, and it will give the player their first weapon through a remote sequence which links into the Initializers subcategory.
It will also toggle a boolean that will disable the pairs from lighting up from the previous sequence.
After all the effects are played, voice-overs are played, and it will give the player their first weapon through a remote sequence which links into the Initializers subcategory.
2nd Door

The sequence for the next door the player passes through. It will play a matinee to show the door lowering, and set the next checkpoint.
AI Spawning and Matinee

This sequence is triggered right after the previous matinee for the door ends. It will play another matinee to make the orb fly across the room with a voice-over, and fires a Light Orb projectile into a corner to show the player that the creatures will chase after it.
There is a sequence for spawning the creatures at initialization. It is set up so that it can be easily modified through integer variables:
-The amount sets the max amount to spawn.
-The counter keeps track of how many have been spawned.
-The group variable places all spawned pawns into it as they are spawned so that they can be removed in the next section.
-A gate sequence action shuts down the sequence when the max amount is hit, stopping the loop.
There is a sequence for spawning the creatures at initialization. It is set up so that it can be easily modified through integer variables:
-The amount sets the max amount to spawn.
-The counter keeps track of how many have been spawned.
-The group variable places all spawned pawns into it as they are spawned so that they can be removed in the next section.
-A gate sequence action shuts down the sequence when the max amount is hit, stopping the loop.
3rd Door

This sequence is triggered when the player passes through the next door. It will remove all pawns spawned from the previous area, set the next checkpoint, and play a matinee for closing the door. After the door is closed, a new orb is created, and voice-overs are played. A matinee will trigger after a voice-over cue and make the orb fly over to a cavern and tells the player to shoot a light orb in it.
A group of pawns were also spawned exactly the same as the above sequence.
A group of pawns were also spawned exactly the same as the above sequence.
Cave Monster Sequence

A sequence that is triggered when any pawns hit the trigger near the cavern mouth. It has a boolean check to make sure it doesn't try to restart the sequence in the middle of the matinee.
The matinee handles the claw-like creature that protrudes from the cavern mouth, bellowing out fire as it comes out. It turns on/off damage volumes and controls the grasping of the nails.
A gated sequence was created to play a laughing voice-over that will only play once after the first time it comes out.
The matinee handles the claw-like creature that protrudes from the cavern mouth, bellowing out fire as it comes out. It turns on/off damage volumes and controls the grasping of the nails.
A gated sequence was created to play a laughing voice-over that will only play once after the first time it comes out.
4th Door

This sequence is triggered after the player passes through the next door. It removes the previous group of creatures and spawns a new orb. A matinee will play that will make the orb fly up while playing voice-overs, play a particle effect with a charging-up sound effect, and fly into the bridge, knocking it down with more particle effects and sounds.
A boolean check toggles between 2 types of the matinee. The top one is an easter egg sequence that will using a different set of sounds.
A boolean check toggles between 2 types of the matinee. The top one is an easter egg sequence that will using a different set of sounds.
Platform Moving Initiators

These sequences activates platforms. The first one is triggered after the player hits a trigger volume past the 2nd bridge. It will toggle a radial impulse physics emitter, pushing the platform along an XY plane.
The 2nd platform is toggled after the player successfully gets past the gap and hits another trigger volume. It will toggle a thruster that is attached to the 2nd platform that pushes it upwards on the Z-axis.
The 2nd platform is toggled after the player successfully gets past the gap and hits another trigger volume. It will toggle a thruster that is attached to the 2nd platform that pushes it upwards on the Z-axis.
End Sequence

The end sequence that triggers after the player passes the final door. It will disable player input and display a "To Be Continued..." in the middle of the screen.