OneShot (2016)/Unused Maps
This is a sub-page of OneShot (2016).
There are lots of RPG Maker maps that are unused or unseen in OneShot. You can access them via RPG Maker XP/debug tester mode.
To do:
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Contents
- 1 INIT
- 2 IGNORE (v1)
- 3 Blue
- 4 Green
- 5 Red sky
- 6 Tower
- 7 DEBUG
- 8 store pan
- 9 Crossroads
- 10 Teleport
- 11 Bedroom
- 12 tutorial
- 13 Livingroom
- 14 IGNORE (v2)
- 15 debug2
- 16 Red ground
- 17 IGNORE ToFactory
- 18 IGNORE ToLibrary
- 19 Lobby-OLD VER
- 20 ignore
- 21 Unused
- 22 Tower deck
- 23 big office
- 24 landing
- 25 Encounter PENG
- 26 stairwell-demo
- 27 Step
- 28 C1
- 29 C2
- 30 C3
- 31 C4
- 32 C5
- 33 C6
- 34 C7
- 35 UNUSED
- 36 Start purple
- 37 Start
- 38 POSTGAME green
- 39 POSTGAME RED SKY
- 40 store pan (POSTGAME)
- 41 FINALE
- 42 POSTGAME RED GROUND
- 43 Photo center (POSTGAME RED GROUND version)
- 44 stairwell (POSTGAME RED GROUND version)
- 45 Forest DOTN USE THIS
- 46 squrz
- 47 SQUARES BE GONE
- 48 language debug
INIT
ID:001. This map is always the first one the game loads, the reason it's listed here is that the map is rendered as a completely black screen in-game and the detail of transparent pillars is lost.
INIT either sets the player into debug mode, loads the save or puts the player into a new playthrough/memory mode activation cutscene/post solstice starting room.
It also stores "DEBUG", "debug2", unused "Start" and "Start purple" maps.
IGNORE (v1)
ID:006. Basement room from the Freeware version but there's also wall next to the carpet. Uses the updated remake "Start" tileset. Bears no connection to the other room titled "IGNORE".
Blue
ID:007. Niko picture drawn with Barrens tiles, accompanied by text reading "Pancakes?". Stores all Barrens maps, except for "ignore" and "debug2".
Green
ID:008. Alula picture drawn with Glen tiles, accompanied by text reading "What are birds / we just dont know". Stores all Glen maps from the normal route.
The player is momentarily transported here under the cover of the completely blackened screen to reset ram/villagers positions after the ram puzzle was completed or reset,
as well as after giving the sun to Maize (why? we just dont know).
Red sky
ID:009. Rue picture drawn with Refuge Sky tiles accompanied by text reading ":3c". Stores all upper Refuge maps from the normal route and the "Tower deck" map.
Tower
ID:010. Blank map that stores all Tower maps from the normal route.
DEBUG
ID:011. Debug mode starting room with 100+ events, varying from funny text or giving the player items to making robots follow them. Stores "squrz" and "language debug" maps.
unrelated comment
(if soup
) (if peas
/ Cancel) (The choice changes nothing)
this is a comment
jinglejangle text text text more text
WOOOOO
(if Yes
) (if No
/ Cancel) (if maybe
) (if so
) (The 4 options choice, changes nothing)
English
(if Yes
) (if No
/ Cancel) (if Maybe
) (The 3 options choice, changes nothing)
photos
@calamus This \. is an . pause
@calamus This \.\. is 2 . pauses, stacked
@calamus This \.\.\.\. is 4 . pauses, stacked
@calamus This \| is an | pause, it's about 4 . pauses long
@calamus This\nis a n line break
@calamus This is a line break without n
@calamus This \> is a > function, \> it waits for player input
@calamus This \@calamus_smile is a @ function, it changes my face!
@calamus_smile This \>\@calamus is a @ function used along with >, \>\@calamus_smile it changes my face mid- sentence
A handy guide to text colors!\n\c[4]blue\c[0], \c[2]green\c[0], \c[1]red\c[0] and \c[3]yellow\c[0]
[CUTSCENE EXAMPLE]
[NIKO IS CURRENTLY TALKING TO AN NPC.]
[WILL THE ROBOTS STILL FOLLOW NIKO I WONDER]
[I'M TALKING A LOT!]
@niko meow
[BEEP BOOP MORE DIALOG]
@niko I see
[I'M ALSO GONNA FOLLOW YOU]
@niko cool
[BEEP]
@niko greetings
[HI I LIKE CATS.]
[I'M GONNA FOLLOW YOU NOW.]
@niko K
[STILL FOLLOWING]
@plight oneshot minus garfield
(if Start house
) (if red sky
) (if red ground
) (if more
/ Cancel:
(if green
) (if blue
) (if cancel
/ Cancel )) (The 3 options choice inside a 4 options choice)
PHOTOGENIC LOCATIONS
(if Maize
) (if Cafe
/ Cancel) (if Glenbot
) (if more
:
MORE LOCATIONS
(if Fish
) (if Trader
/ Cancel) (if Dorms
)) (The 3 options choice inside a 4 options choice)
$this is a paragraph
$here's another paragraph
$new page
postgame on
postgame off
Go to the finale?
(if Yes
) (if No
/ Cancel)
doc written
$Dear Silver,
$I heard the news about the mine.
$I can't imagine what you're feeling.
$It's been two weeks.
$I know it must be hard, but you must leave soon too.
$It's only a matter of time before the rowbots are recalled.
$At least let me know you got my message, okay?
$ -Kip
(if START
) (if FINISH
) (if IMAGE A
) (if IMAGE B
)
The savior is gone. All hope for the world is lost.
(if SET
) (if RESET
)
(if Niko
) (if Set journal 1
/ Cancel) (if Set journal 2
) (if close journal
)
Test test sflksjadlfkj fljwf jvnvnviv io sd
Hello Penguin
@plight_worry *internal screaming*
@niko_speak *external screaming*
@credits Special Thanks\n\lRedoplus \rAlmond-Goddess\n\lSaniblues \rFelixTheJudge\n
store pan
ID:025. Map with a single event that overrides its observation deck background picture (panorama) with... observation deck background. It also uses a non-functional script "clamp_panorama" that makes the game crash upon loading this map. Purpose of "store pan" map is unknown.
Crossroads
ID:055. Freeware version-like refuge crossroad map with a missing center. Has collision triggers where transitions should be. None are functional, the left ones check if the sun is selected but still do nothing. Stores all "crossroad" maps of the Tower.
Teleport
ID:055. The biggest map of the game. Eventless and mostly empty except for what looks like bunch of "teleport" sections in the upper left corner. Stores all "teleport" maps of the Tower.
Bedroom
ID:058. Eventless replica of the "red bedroom" map from the Freeware version. It uses the "debug" tileset, which has many elements from the original.
tutorial
ID:059. Unused tutorial sequence, originally for the GDC demo of the game. The unused oil can and clippers items were meant to appear in this sequence, however after being scrapped, tutorial items were replaced by the refuge camera lenses, making the sequence appear oddly in-game. The doorway blocked by vines is also displayed incorrectly due to missing sprite. Solving the doorway issue and leaving activates the normal refuge entrance sequence. Stored using refuge "City gate" as a folder despite clearly being a Glen map.
@niko \p? Are you there?
(if Yes
) @niko_speak Ah, me too!
@niko ...I mean... I'm awake now.
(if No
/ Cancel) @niko_eyeclosed \p... I know you're here...
(if That's not my name
) @niko_speak ...Oh.
@niko_eyeclosed I'm sorry, I'm a little confused... I just woke up...
@niko Can you tell me your name again?
@niko_eyeclosed I had another bad dream.
@niko I know I have nothing to worry about with you here, but...
@niko_eyeclosed Can I really save everyone with this lightbulb?
@niko ...Let's get going now.
@niko It looks like an oil can...
@niko This might be useful. I'll take it with me.
@niko I think I might be carrying something else I can use this with already.
@niko Maybe I should check my pockets again?
@niko I don't think we need to go that way...
@niko There are some really tangled-up vines in the way.
@niko The clipper handles won't budge...
@niko ...It's not broken, is it?
@niko These vines look tough, but I think I can manage to cut them!
@niko_speak That did it!
@niko Ready to go, \p?
Livingroom
ID:064. Eventless replica of the "red living room" map from the Freeware version. It uses the "debug" tileset, which has many elements from the original. Stores the unused map "Bedroom".
IGNORE (v2)
ID:068. Small roundabout made out of Glen Ruins tiles. Has only one exit leading to the Courtyard map, it was most likely going to be a map in between the "Courtyard" and "passage" maps. Bears no connection to the other room titled "IGNORE".
debug2
ID:077. Room with the of generator of unused type, big pool, bits of Old Factory/Cliffs rubble and Prophetbot who says @prophet_hmm I am not programmed to feel
, and a factory, entrance of which teleports you to the "DEBUG" map. Floor is made of ocean background out here because there's no ground.
Red ground
ID:083. Art of Tsuyu Asui from the anime My Hero Academia drawn with Refuge Ground tiles, accompanied by text reading "gir...". Stores all lower Refuge maps from the normal route.
IGNORE ToFactory
ID:088. Bridge that was meant to connect the factory with the vendor street. If you hug the upper banister and move right you will hit the lone map transition tile that transports the player Out of Bounds, to the Vendor Street, into the wall on the left of the doors that lead to the Tower.
There are two arrows pointing left: one made of water tiles, the other a sign from the upper refuge catwalks. The sign would say FACTORY
if interacted with (but it's out of bounds).
This map has an event that overrides its normal Refuge Sky background with "red_factory_test". It also runs a script "clamp_panorama" which makes the game crash upon loading this map.
IGNORE ToLibrary
ID:089. Shorter bridge that was meant to connect the library with the elevator street. There is a complete vertical wall of transitions to Elevator Street on the left all of which transport the player in bounds next to the news robot. The arrow pointing right is made of water tiles. Stores "ignore" and "IGNORE ToFactory" maps.
Lobby-OLD VER
ID:096. Spacious room with many bookcases made mostly of Freeware tiles, most likely a work-in-progress version of the library's lobby. It contains two events near the stairwell. One event says THOU SHALT NOT PASS
, and crashes the game on load due to using a missing "npc_big" character sprite. The other event makes the Niko say @niko That sure is some books
, and, appropriately, looks like a stack of books.
ignore
ID:100. Lightbulb shape made out of Barrens gravel tiles. 1 tile wide passage extends downwards.
Unused
ID:103. Blank map of default size that stores a lot of unused maps and the secret penguin encounter.
Tower deck
ID:110. A large deck surrounding a section of the tower in the center, much like the "tower exterior" map from 2014 release of the game but with only 1 walkway stemming from the deck. The walkway contains a perfectly functional map transition that send Niko to Out of Bounds part the "Elevator deck" map, on the left of the walkway leading to the bedroom. Interestingly, there is a functional map transition back to the Tower deck there, but without walkable solid ground under their feet, Niko can't go back (or anywhere) if collisions weren't disabled.
There are scripts for a bed that is supposed to be in the center left part of the "ring". They're functional but there's no way to activate them. The dream Niko would have at this bed is the upper refuge dream (Niko gets it at the aforementioned bedroom connected to the "Elevator deck").
big office
ID:118. Spacious empty room similar to the library Lobby map and apartments "Top floor" map.
landing
ID:123. Map left in its early stages of development, most likely a work-in-progress version of the landing map from the Solstice run. Added in the Solstice update, replacing the purple version of the portal room where you play as Rue.
Encounter PENG
ID:131. Duplicate of the "Encounter" map, but Niko's reflection is replaced by the penguin plush sprite. It's stored alongside the used solstice maps. The purpose of "Encounter PENG" map is unknown. Added with the Solstice update.
stairwell-demo
ID:138. Possibly the refuge office stairwell used for the GDC demo of the game. The computer contained inside of it, unlike the final version of the map, uses a graphic with a blue screen rather than a red one. The large door and countdown clock from the final map are substituted with a long, winding staircase. Transitions to office/observation deck work correctly. Unlike most unused maps, which have no background music, this map uses the "DarkStairwell" track, which final version uses too.
Step
ID:155. Blank map of default size that stores all "step" maps of the Tower.
C1
ID:157. Crossroad with number 1 made of red water tiles, a single water tile on the West, and a single old Tower tile on the South. Has the same broken events as "Crossroads" map. All "C" maps have.
C2
ID:158. Crossroad with number 2 made of red water tiles, one water tile and one old Tower tile on the East.
C3
ID:159. Crossroad with number 3 made of red water tiles and a single water tile on the North.
C4
ID:160. Crossroad with number 4 made of red water tiles.
C5
ID:161. Crossroad with number 5 made of red water tiles and a single water tile on the South.
C6
ID:162. Copy of the "C5" map.
C7
ID:163. Another copy of the "C5" map.
UNUSED
ID:165. Blank map of default size that stores seven unused nonfunctional crossroads maps made in the Refuge Sky tileset (C1-C7).
Start purple
ID:188. The starting room but made out of purple and black tiles. A screenshot named "cg_niko_in_bed_zoom" is used in the cutscene at the start of the game.
Start
ID:189. Unused copy of the tower bedroom. Light from the window is moved far into OOB on the right.
POSTGAME green
ID:198. "NYAA" drawn with Glen grass tiles. Stores all the maps from the Solstice Glen.
POSTGAME RED SKY
ID:207. "MYAA" drawn with Refuge water tiles. Stores all the maps from the Solstice upper Refuge.
store pan (POSTGAME)
ID:223. Solstice duplicate of the unused map of the same name from the normal route. Purpose is even less clear.
FINALE
ID:224. Blank map of the default size. Stores the Author's study, all Solstice Tower maps, the memory mode activation cutscene map and the "Encounter PENG" map.
POSTGAME RED GROUND
ID:227. Blank map of the default size. Stores all the maps from the Solstice lower Refuge.
Photo center (POSTGAME RED GROUND version)
ID:235. Solstice duplicate of the "Photo center" map from the normal route of the game. If it even has a purpose it's unknown.
stairwell (POSTGAME RED GROUND version)
ID:236. Solstice duplicate of the library stairwell map from the non-Solstice route. It contains working transitions to both the non-Solstice route "Lobby" and "GeorgeRoom" maps.
Forest DOTN USE THIS
ID:244. Unused version of the Solstice Forest map. It lacks any repaired bridges, as well as the brown bird NPC. It seems at some point it was possible to visit this map before repairing all the bridges, however in the final game they must already be repaired to access the Forest. Solstice Gate has a transition leading here before Maize repairs bridges but it's behind a broken bridge so it's inaccessible without the glitch that disables collisions. Stores the used Solstice Forest map.
The edges of the broken Dock / Research Station bridges are interactible.
@niko_speak Oh no!\>\nThe bridge is out!
@niko There sure are a lot of vines growing around here now though...
squrz
ID:246. Room full of purple square particles. Probably used for testing the death animations for the squares.
SQUARES BE GONE
ID:247. Blank map of the default size. Stores all maps used in the Solstice Ending cutscene.
language debug
ID:262. Room with many spinning characters. Interacting with 8 out of 11 characters loads one of the autosaves which are made at important points of story progression; if no autosave exists interacting with them only causes an error sound to play. When interacting with the two arrow signs, it directs the player to the beginning of the game (the blue sign goes to the very beginning, and the red goes to the beginning of a NG+ playthrough, rue chased to the tree and the bulb broken on the previous run). The penguin in the bottom-left takes you to the map "stairwell" and activates the Memory mode.