Hotline Miami 2: Wrong Number

Hotline Miami 2: Wrong Number

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How To Manually Add Corners (Level Editor)
By Toxic Coffee
Does your level need a little pizzaz? Placing down some corners can help with that, and this guide will tell you everything you need to know about corners!
   
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The Beginnings
So, what the editor has in stock for corners isn't enough for you? Well worry no more! There is a way to gain access to all of the corners in the game, but it takes a lot of effort to get them. This guide requires you to have advanced knowledge of Notepad++ editing; if you don't know how to edit levels with Notepad++ then I suggest that you watch this video tutorial before getting into this guide:






You can also download Notepad++ here[notepad-plus-plus.org.]
.obj VS .tls
Assuming that you now have immense knowledge of Notepad++ editing it's time to get down to the nitty gritty. To manipulate corners you need to open the .tls file of your level. Unlike what knowledge you have for other file types, the structure of .tls files is slightly different. When looking for corners this is what you should be looking for:
  1. Number with undetermined function (in all cases 10)
  2. Corner X ID (x position determining the corner relative to the sprite sheet)
  3. Corner Y ID (y position determining the corner relative to the sprite sheet)
  4. X coordinate (the x coordinate of the corner in the level)
  5. Y coordinate (the y coordinate of the corner in the level)
  6. Number with undetermined function (in all cases -99)

With an entire floor's tiles placed in this file, finding corners could be like finding a needle in a haystack. Fortunately, corners can be easily identified as they begin with #10 and end with #-99 and are always 6 lines in length. For now we'll focus on lines 2-3 and 4-5.
Placing Down New Corners

For a simple way to place down corners from scratch, place this template corner in the .tls file:

10
0
0
500
500
-99

This will place a basic interior corner somewhere near the center of your level. At this point you can replace it with a plethera of unique and quirky corners, for which the ID's of are down below.
Corner ID's
Each corner is labelled with line 2 at the front and line 3 behind it (line2, line3), to change a corner to the desired choice you have to replace lines 2-3, and use lines 4-5 to move its position on the level.

Basic Corner (0,0)
The most common of the corners. This can be used as a template for the other types.







Red Brick Corner (8,0)
The second most common corner. These are best used with red brick walls and to captulate any other wall types.







Stair Railing Corner (16,0)
Good heavens, they've finally returned! Due to lazyness these never appeared in the editor and I cringe every time I see a staircase without corners. Use these, please.






Wood Corner (24,0)
The wooden corner that wood walls and wood interior walls use. Not much to this type since it can already be accessed through the editor.







Concrete Corner (32,0)
The concrete variant of the basic corner that appears most commonly in Release. Pair these with the concrete walls and you can start making your very own prison!






Soft Wall/Railing Corner (0,8)
This corner is used with soft yellow walls and white railings, and is usually associated with bathroom stalls. Use these to make your bathrooms more flashy!






White Brick Corner (8,8)
A white variant of the red brick corner that never actually appears in Hotline Miami 2. There aren't any white brick walls to go with it either, so this type is practically useless.






Prison Bars Corner (16,8)
The corner that is associated with prison bars that for some reason is taking the place of the porch corner in the editor. You can't have any cracks in you cells, so use these to keep them secure!






Gold Subway Corner (0,16)
This type of corner is supposed to work along with the golden metal walls in the editor, but because Dennaton didn't bother this corner was neglected. Give it some love and let it be with its destined walls again.






Metallic Porch Corner (8,16)
The corner that was supposed to be with the metallic porch wall in the editor. This kind of corner is generally associated with the porch walls and movie walls. We no longer need cheap backdrops for our movies anymore!






Sewer Corner (16,16)
A nasty green variant of the brick corner. Unless you plan on making a sewer that tops my design don't touch these, you'll probably get a disease.







Tiny Black Corners (0,24)
These are possibly the most unique corners for their size and scarcity in the main game. These can be found in the yard of Release and work best with black railings.






Black Railing Corner (8,24)
A black variant of the porch corner that is associated with black railings. Use these well, for they can look really good in certain situations.







Broken Wall Corners: up (24,24), down (16,24), left (24,8), right (24,16)
Broken off edges of interior walls that appear on the last floor of Moving Up. If you plan on making a hole in the wall I suggest you use these instead of the basic corners.







To access some of the special walls that go along with these corners, check out this guide by Yossarian
Example: Making a Better Looking Entrance
To show what adding proper corners can do for a level, I'll use this entrance as an example:
Using only the editor's basic capabilities this floor looks disgusting already. Placing and removing corners to fit the main game can make a level look polished and unique.
A few tips to corner editing:
  • You should back up your level before manipulating files, because if you mess up you'll likely have to start over again. It also is good practice, so keep a copy of your level in a folder somewhere.
  • Before you make any changes to the .tls file you have to exit your level, but you don't have to quit the editor entirely. Leaving your game on the select screen works just fine and saves you a lot of time.
  • Finding corners in the .tls file without assistance will lead you astray and waste your time immensly. Use Notepad++'s search feature (Ctrl+F) and search for either 10 or -99 to easily filter through the code.
  • Once you have made a change in your level's .tls file you do not have to open your level and save. This helps with time efficiency and makes it possible to have overlapping edges too (That guide can be viewed here)
  • If your touch ANYTHING on the right window when your are editing your level the corners will be reset to their original place, making you have to start over. This means that you (mostly) can't make changes to your level after manipulating corners, so this should be the last thing you do to your level.
The only way to move corners around your level is to change the coordinates of them in the .tls file using lines 4 and 5.

After taking the time to line the corners up properly, a result like this can be achieved:
Everything is set in place, it all comes together; it has a certain flow to it, like the flow of waves crashing on the shores of Miami, showing the true beauty of a such a tainted place. It is right, it is proper, it looks stunning.
Conclusion
Hopefully I have covered the basics of using corners to polish your level. Thanks for viewing this guide! And thanks to Yossarian for finding out about Notepad++ editing in the first place, and RobRacer97 for making his handy level editor tutorials for all to watch. This guide may only be the beginnings, for the editor has many quirks locked behind code for others to unravel. If you have any questions, suggestions, or information regarding corners please leave a comment, I assure you I'll notice.

Also for the love of god please place corners on your staircases, if you don't I'll write an angry post online complaining about the quality of the workshop.

Thanks again, sselb.
46 Comments
XLightningStormL 25 May, 2024 @ 7:34pm 
I just remembered; the "-99" number line corresponds to the tile layer in GameMaker. If you check the Hotline Miami decompiled GMK (and leaked alpha version GMKs) and check any of the levels/floors you will notice that all corners are placed in Layer -99; essentially this layer allows the tiles to overlap ALL higher layers (for some reason?)

Pointless detail, but it may help someone.
holy fish 10 Oct, 2023 @ 3:52am 
Any way to see where you're gonna place the corner?
holy fish 1 Oct, 2023 @ 6:35am 
what's the id for the boat railing corner
D0nut 27 Apr, 2023 @ 3:17pm 
nevermind lmao after reading the guide a bit more I understand where I went wrong.
D0nut 27 Apr, 2023 @ 3:15pm 
I think something is wrong with my game??? When I place down a corner and save it in the notepad, I go back to my level and I can see the corner, but the minute I switch tabs to build or try to do anything it disappears and removes what I did in the notepad. I tried saving over it while it was still there in the game, but even that didn't work. The game just keeps removing it for some reason.
bagel 15 Oct, 2022 @ 10:55pm 
bruh my dumbass was boutta do this first thing after placing down the floor layout
Toxic Coffee  [author] 6 Oct, 2022 @ 3:42pm 
simply delete the corner altogether. make sure you delete all lines of its code though, or it will cause problems in your level.
Vorshfomeg 4 Oct, 2022 @ 10:40pm 
So if I wanted to hide corners for invisible walls
would it work the same way like other sprites just changing the ID to -1, -1?
Toxic Coffee  [author] 31 Aug, 2022 @ 2:03pm 
unfortunately it is a bit of a trail-and-error thing but for reference:
0,0 is the top-left corner of the gridspace and the range for the gridspace is about 0-1000 pixels. corners in the middle of the grid would be around the 500 range, while something at the top of the screen would have a Y coordinate of around 100.

it is also useful to compare coordinates to other corners - many of which share one on either X or Y. hope this is somewhat helpful.
Reuvinn 31 Aug, 2022 @ 10:19am 
How do I exactly know where the X, Y coordinates are? I want to add corners to my staircases