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- Lego Jail Teleport Tower Key
- by feblehober123
- Welcome to my redundant, verbose, lengthy, long-winded, inflated, tedious, or pleonastic, (I'm just getting warmed up jk lol) and mostly unnecessary key to the Teleport Tower v2 in jb_lego_jail (current version: pre_v6-2 (jb_lego_jail_pre_v6-2)). This is a very poor example of technical writing (Proof reading? Ha! Experts like ME don't need toproof read!) and I encourage all of you to follow in my wake. This is the very beginning of my greatness. But, you know, if you read all of this entire document and take it in, *you* will know everything there is to know about the Teleport Tower in jb_lego_jail, because, after all the writer (--> ME <--) knows everything there is to know about the Teleport Tower in jb_lego_jail. Sometimes the writer is dumbfounded by how much knowledge he possesses about the Teleport Tower in jb_lego_jail and at his very, very clear and concise methods of teaching it. You will be an expert on a single feature of a particular map from a strange gamemode. How could you not read every word in pursuit of this level of knowledge?
- Before you begin, here is a simple explanation of how the teleporter tower works. Every round, a random number is chosen and is used to decide which teleporters will be wired to which destinations. The combinations of
- telelporters are predetermined based on the random number, and there are only six possible combinations (cases).
- These six cases are pre-determined, so if you know what they are it is possible to use the proccess of elimination to find out which case is active in the round. Of course it is possible to use simpler information, such as if it is this color to go up it is that other color to go up the next time etc. but if you have the key to the combinations it is possible to determine which case it is based on other information such as this teleporter exits so it must be either this case or that case and you can get to the top quite reliably using elimination techniques that I will show shortly. This is not terribly complicated but still if you do not wish to read I will outline a simplified version of the cases here:
- SIMPLIFIED
- When floor 1 is red, floor 2 is blue.
- When floor 1 is blue, floor 2 is red.
- When floor 1 is gray, floor 2 may be either gray or yellow. (!!)
- When floor 1 is yellow, floor 2 is gray.
- Floor 1 being red is twice as likely as it being blue.
- (!!) When floor 1 and floor 2 are gray, a very small block (2x2x2 hammer units), located in the corner to the right of the tele entrance and the kill teleporter box, will become solid/visible. This means if you check for this block you will be able to know the combination is gray gray, and if it isn't there you can know that it is not gray gray.
- EXPANDED
- Key: G = gray, R = red, Y = yellow, B = blue
- Floor 1: 50% Exit, 25% Go on, 25% Kill
- Floor 2: 25% Exit, 25% Go on, 50% Kill
- CASE 1 CASE 2 CASE 3 CASE 4 CASE 5 CASE 6
- Floor 1: Floor 1: Floor 1: Floor 1: Floor 1: Floor 1:
- G: Go on G: Exit G: Kill G: Exit G: Exit G: Go on
- R: Kill R: Go on R: Exit R: Exit R: Go on R: Kill
- Y: Exit Y: Exit Y: Go on Y: Kill Y: Exit Y: Exit
- B: Exit B: Kill B: Exit B: Go on B: Kill B: Exit
- Floor 2: Floor 2: Floor 2: Floor 2: Floor 2: Floor 2:
- G: Kill G: Exit G: Go on G: Kill G: Kill G: Go on
- R: Exit R: Kill R: Kill R: Go on R: Exit R: Exit
- Y: Go on Y: Kill Y: Exit Y: Kill Y: Kill Y: Kill
- B: Kill B: Go on B: Kill B: Exit B: Go on B: Kill
- Note: Programmatically, CASE 6 and CASE 5 are swapped in the map code. Swapping them has no effect since they are random and don't have real names anyway. They are swapped because CASE 6 in the chart (CASE 5 in the map code) best appears on the end due to the fact that it can be determined without exception every round and so is not subject to the process of elimination used for the rest as it is automatically known or eliminated.
- (!!) This is because, as stated in the simplified explanation when it is CASE 6 a very small block (2x2x2 hammer units) located in the corner to the right of the tele entrance will become solid/visible. This means if you check for this block you will be able to know the combination is or is not CASE 6 (Gray Gray) without exception. Therefore, chances in making the teleporter should be over five (eg 1/5, 2/5) not over six (1/6, 2/6) because you should be able to know or eliminate CASE 6 before you enter the teleporter tower by checking the block making it irrelevant to the probability.
- This table is 100% percent accurate as it was automatically generated using the python script (located at the bottom of this file) and as it was machine made using techniques that are guaranteed to work, it is completely accurate, as long as the entity names it was made from are accurate, and they were copied directly out of hammer.
- ELIMINATION TECHNIQUES
- There are many elimination techniques you can use to determine which case it is. Techniques can either be safer, and eliminate fewer cases per try, or be more dangerous but eliminate many more cases in one try. I do not which is better, and I do not know which technique is the best but I think it is probably the safer techniques. I am not the greatest at probability however I have found my technique to be 80% chance at making it to the top, while I find that blindly charging in gives you I think around 60% chance of making it up. This is my technique. This is an example and a tutorial for developing your own. Also again, probablility is over 5 (eg 1/5, 2/5) not over 6 (1/6, 2/6) because the sixth case is known or eliminated before you enter the teleporter and is irrelevant to probability.
- Choose Yellow. You have a 1/5 chance of being killed meaning it is CASE 4 and you are dead (but you can tell your teammates the combination for CASE 4 while dead). There is a 1/5 chance of going up. If you go up, it means it is CASE 3 and you then choose Gray to get to the top. The other 3/5 times choosing yellow you will exit the teleporter and it is either CASE 1, 2 or 5. If yellow made you exit the tower, choose Gray. You have a 1/5 change of going up meaning it is CASE 1. You then choose Yellow and get to the top. The other 2/5 chance Gray will make you exit. This means it is either CASE 2 or CASE 5. In either CASE 2 or CASE 5 you choose Red, then Blue and you will get to the top. Congratulations.
- Here is another technique I have found that is the same risk as my other technique, but should take on average less trips through the teleporters to find out how to get to the top.
- Choose Red. You have a 1/5 chance of dying meaning it is CASE 1 (again you can tell your teammates the combination). You have a 2/5 chance of going up meaning it is either CASE 2 or CASE 6 so you then choose blue and get to the top. You have a 2/5 chance of exiting the teleporter meaning it is CASE 3 or CASE 4 in which case you then choose Blue. You will then either go up meaning it is CASE 4 in which case you then choose Red, or you will exit meaning it is CASE 3 in which case you choose Yellow then Gray.
- This means that either method, if followed properly, gives you an 80% chance of making it to the top. Blindly charging in gives you a 25% chance of dying first time, however, that doesn't mean that you have 75% of making it since if you charge in you have 25% chance of finding the right teleporter and then knowing the next based on thecases. The other 50%, though, you exit the teleporter and have another, total, 50% of 33% chance of dying. I don't know the totals on all the combinations for blindly charging in but I do not think it is more than even 60% chance of survival. You can see the advantages of techniques like mine and then you can 360 noscope the warden while he gives orders and laugh at him.
- ##########################################################################
- ####### CRYPTIC MAP MAKING STUFF YOU PROBABLY DON'T CARE TO READ #########
- ##########################################################################
- That means you don't need to read past here. I mean what the heck you didn't need to read probably 4/5 of what I wrote but oh hey hey ho.
- Key for those that wish to decompile the map and take a look at the teleporter entities in Hammer:
- In other words, here's a bunch of cryptic teleporter mapping stuffs that you will probably never need or use.
- In other more other words, this information is information that was created, or generated, for a different instance of this text document and has since been obsoleted, or deprecated, by the final information in this document, the python script which its testament to the integrity of my table thus rendering the information about digging into the map useless unless you still want to dig into the map and look at the entities. I have no idea why you would but I have no idea why I spent so long on this so, who knows maybe you want to.
- Teleporter Entity Name Format
- tele_[color][level][destination]
- Colors: g, r, y, b (Gray, Red, Yellow, Blue)
- Levels: 1, 2 (Which floor the tele is on)
- Destination: a, b, c (Go on, Kill, Exit)
- Examples:
- tele_r1b - The red teleporter on the first floor teleports to kill box.
- tele_g2a - The gray teleporter on the second floor teleports to the next level.
- tele_y1c - The yellow teleported on the first floor teleports to the exit.
- Copy paste of tele entity names, copied intact directly from Hammer:
- CASE 1
- tele_b1c
- tele_b2b
- tele_y2a
- tele_y1c
- tele_r2c
- tele_r1b
- tele_g2b
- tele_g1a
- CASE 2
- tele_b2a
- tele_b1b
- tele_y2b
- tele_y1c
- tele_r2b
- tele_r1a
- tele_g2c
- tele_g1c
- CASE 3
- tele_b2b
- tele_b1c
- tele_y2c
- tele_y1a
- tele_r2b
- tele_r1c
- tele_g2a
- tele_g1b
- CASE 4
- tele_b2c
- tele_b1a
- tele_y2b
- tele_y1b
- tele_r2a
- tele_r1c
- tele_g2b
- tele_g1c
- CASE 5 (NOTE: THE CHART IN THIS DOCUMENT HAS CASE 5 AS CASE 6 FOR YOUR CONVENIENCE, AS IT IS THE SPECIAL CASE)
- tele_b2b
- tele_b1c
- tele_y2b
- tele_y1c
- tele_r2c
- tele_r1b
- tele_g2a
- tele_g1a
- 1 (entity "1" is the block that toggles solidity. See expanded chart, line marked (!!) )
- CASE 6 (NOTE: THE CHART IN THIS DOCUMENT HAS CASE 6 AS CASE 5 BECAUSE IT HAD TO BE SWAPPED SEE ABOVE)
- tele_b2a
- tele_b1b
- tele_y2b
- tele_y1c
- tele_r2c
- tele_r1a
- tele_g2b
- tele_g1c
- Python script used to generate the table of cases:
- ###################################################
- ################SCRIPT START HERE##################
- ###################################################
- #This script reads the teleporter entity names in the file and
- #displays them in the sort of table that is in this file.
- #This is to ensure that, as the table was machine made,
- #it is error free.
- #Note that this table does not have cases 5 and 6
- #swapped as in the table in this file.
- #This script must be run in the same folder as 'lego jail tp tower.txt'
- #(or whatever the name of THIS txt document is) and the name of 'lego jail tp tower.txt' must not be changed.
- colors = { #for colors sort order
- 'g': 0,
- 'r': 1,
- 'y': 2,
- 'b': 3,
- }
- dests = {
- 'a': "Go on",
- 'b': "Kill",
- 'c': "Exit"
- }
- #class for Teleporter entity
- class Tele:
- def __init__(self, name, case):
- self.case = case
- self.color = name[5]
- self.floor = int(name[6])
- self.dest = name[7]
- def __repr__(self):
- return self.color.upper()+": "+dests[self.dest]
- f = open('lego jail tp tower.txt', 'r')
- #this is the text file with the tele_g1a like things in it
- #(THIS text file I distributed has them)
- #find list of tele entity names
- last_pos = f.tell()
- line = f.readline()
- while line != '':
- if "CASE" in line:
- last_pos = f.tell()
- line2 = f.readline()
- if "tele_" in line2:
- f.seek(last_pos)
- break
- f.seek(last_pos)
- last_pos = f.tell()
- line = f.readline()
- ents = [] #list of tele entities
- case = 1
- #read case tele entities
- while True:
- ln = f.readline()
- if ln == '':
- break
- elif "CASE" in ln:
- case = int(ln[5])
- elif "tele_" in ln:
- ents.append(Tele(ln, case))
- #sort in tele color order (g, r, y, b)
- ents = sorted(ents, key=lambda ent: [colors.get(c, ord(c)) for c in ent.color]) #sort by color order
- ents = sorted(ents, key=lambda ent: ent.floor) #sort by floor
- ents = sorted(ents, key=lambda ent: ent.case) #sort by case
- #entity table printer
- case = 0
- floor = 0
- for ent in ents:
- if ent.case != case:
- print "\nCASE" +str(ent.case)
- case = ent.case
- print "Floor " +str(ent.floor)
- floor = ent.floor
- elif ent.floor != floor:
- print "Floor " +str(ent.floor)
- floor = ent.floor
- print repr(ent)
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