Hotline Miami 2: Wrong Number

Hotline Miami 2: Wrong Number

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(Level Editor) Adding Special/Unused Walls to Levels
By Yossarian the Assyrian and 1 collaborators
Over a dozen walls from story mode aren't available by default in the Level Editor. This guide will show you how to add those special walls, like the boat railings and bunker walls, into your custom levels and campaigns using Notepad++!
   
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Introduction
As with my other guides, you will need Notepad++ for this to work. To download it, go to this website: https://notepad-plus-plus.org.

I would recommend testing out any levels altered with this guide before publishing them anywhere. Crashes can occur if incorrect numbers are put into Notepad++, or if a line is deleted. Also, some issues can occur if sprites are used for the incorrect direction of the wall.

NOTE: Changes from Notepad++ will not stay unless you save the level again in the editor before playing it. Playing the level without saving it from the editor will not show anything you just added.

The full sheets for sprite and object/behavior IDs can be found here:
https://www.dropbox.com/s/pb1jtorihy4o4b2/sprites.html?dl=0
https://www.dropbox.com/s/1br7tkh4nrt9u0e/objects.html?dl=0
How to Mod .wll Files
Unlike my other guides, you will not be modifying your level's .obj files. Instead, you will be modding the .wll file, which stores all of the information relating to walls in the level's files. Often, this file will appear as "level0" or "level1" without a file extension.

The order of IDs in a .wll file is different than in a .obj file. Shown below is the order of IDs associated with every object in the .wll file. This is the case for anything and everything relating to walls - no exceptions, unless you spawn a wall in the .obj file.

1. Object ID
2. X Coordinate
3. Y Coordinate
4. Sprite ID
5. Unknown (don't change this - rotation? image_index? possibly unused.)

As shown above, the object/behavior ID of a wall comes two lines before its sprite ID. Keep this in mind. Mixing this up can cause all kinds of issues.

Basic Wall IDs








Here are all the IDs of walls already in the editor in order (sprite ID, object ID):

1. Default White Wall vertical (63, 8)
2. Default White Wall horizontal (62, 7)
3. Red Brick Wall vertical (100, 31)
4. Red Brick Wall horizontal (99, 32)
5. "Soft" White and Yellow Wall vertical (97, 33)
6. "Soft" White and Yellow Wall horizontal (98, 34)
7. Stair Rails left (128, 2413)
8. Stair Rails right (130, 54)
9. Stair Rails down (127, 55)
10. Stair Rails up (1863, 56)
11. "Porch" Thin Metallic Wall vertical (177, 101)
12. "Porch" Thin Metallic Wall horizontal (176, 102)
13. Wood Wall vertical (1132, 675)
14. Wood Wall horizontal (1131, 677)
15 Gold Subway Wall vertical (2996, 1724)
16. Gold Subway Wall horizontal (1649, 986)
17. Green Sewer Wall vertical (2149, 1271)
18. Green Sewer Wall horizontal (2148, 1272)
19. Breakable Wall vertical (2657, 1512)
20. Breakable Wall horizontal (2656, 1511)
Good Choices for "Substitute Walls"


You'll probably be using several different kinds of walls when making levels, so it's important to pick a specific one or two to replace with the special and unused walls. An important fact to note is that walls can keep their corners even if they are replaced.

The three main choices I use are shown in the picture above. Soft walls and Subway walls are rarely used by me, feature no corners, and don't have any special properties. Porch walls are also useful, because their metallic corners work well with some of the walls featured below.

Whichever ones you want to use are up to you. Just remember what their IDs are before you start modifying the .wll file.

[All walls IDs shown below are in the regular (sprite, object) order].
Boat Railings

Vertical (2998, 1726)
Horizontal (2997, 1725)

The walls along the edge of Dead Ahead's boat. They have a unique red and gold color scheme, but have no other unique features.
Balcony Rails

Vertical (2139, 1260)
Horizontal (2138, 1259)

The railings from Blood Money's outro and First Trial's second floor. They are thinner than any other wall and have a distinct white color. When used in some angles, the floor may not be entirely "covered up" by the wall, meaning that it may go slightly past it.
Interior Wood Walls

Vertical (1133, 676)
Horizontal (1134, 678)

The inside walls for wooden buildings, featured in Evan's House and in other levels. They look similar to default white walls, but have a slight brown tint to them.
Subway Windows












Horizontal (1650, 987); no vertical option

The gold and blue windows from Subway. They cannot be broken, spotted through, or shot through. Unlike other walls, they take up two spaces instead of one. No vertical version exists in the game's files, so you will have to settle for a horizontal version only.
Prison Cells

Vertical (1610, 951)
Horizontal (1609, 950)

The prison bars from Release. The cement walls from that same level can be found further down in the guide.
"Half-Working" Walls and How to Add Them
The walls featured below do not function like any of the ones mentioned above. If put in a level with the values listed in the objects sheet, then they will disappear the moment the level starts. They will appear in editor view, but do not show up or function in levels.

There exists a workaround for some of these walls: using the object/behavior ID of a substitute wall in place of the "half-working" wall's own ID. To do this, place down a soft or subway wall (or a porch wall, if you want black corners), and replace the sprite ID only.

Unfortunately, the movie walls (golden ones with spikes on the sides, shown in Midnight Animal and Final Cut) do not work well even with this trick. This is because they have two positions for their spikes, and will rapidly switch between them if they use another wall's object/behavior ID. You can add them on their own (their IDs are early in the objects sheet), but they may prove too distracting to keep.
HM1 Exterior Windows

Sprite IDs: 87 (facing left), 88 (facing right), 89 (facing up), 90 (facing down)

The outside windows featured often in HM1 and in several cutscenes of HM2. They cannot be broken, spotted through, or shot through. They serve as decorations more than anything else. If you want windows to decorate your level but don't want to risk creating lag, this is a good choice.
Cement Walls

Sprite IDs: 3652 (vertical), 3653 (horizontal)

The grey concrete walls from Release. Technically, they have no functional issues, but they do not have an object/behavior ID of their own. Because of this, the only way to add them is by using their sprite ID with another wall's object/behavior ID.
Diner Windows

Sprite IDs: 1389 (facing left), 1502 (facing right), 1387 (facing up), 1395 (facing down)

The special windows from Homicide's intro scene. They take up three wall spaces instead of just one. The best way to add them is to use the Subway Window's object ID (987) alongside the up and down variants, as it will make both parts of the wall solid.


The vertical versions can be added with the soft or subway wall's object IDs, but you will need to use an invisible wall to cover the non-solid part of it. Overall, these can be tricky to add, but they have a distinct look that may be worth it for level designers.
Strip Club Rails

Sprite IDs: 3623 (vertical), 2286 (horizontal)

The dark railings that cut the first floor of Seizure in two. They have a similar appearance to the stair rails, but are darker in color and lack the "handles" the stairs have. They work well with the porch wall's corners.
Bunker Walls
Sprite IDs: 2507 (vertical),
2506 (horizontal)

The armored green walls from The Abyss and Withdrawal's intro. Aside from being able to walk into them slightly, they function properly when using the soft wall or subway wall's object ID.
You can add their unique corners in their floor's .obj file by taking an item (example: AcadoGT has the IDs of 1848, 1082) and replacing it with (2508, 1413).
Roof Walls
Sprite IDs: 2911 (vertical),
2910 (horizontal)

The large brown walls from Death Wish and Apocalypse's endings. Their massive size makes them a burden to work around, even if you use a Subway Window to add them. You will have to use invisible walls to block players off, because not all of their space is solid. An important thing to note is that enemies may sometimes walk through invisible walls.


You can add their unique corners in their floor's .obj file by taking an item (example: AcadoGT has the IDs of 1848, 1082) and replacing it with (2912, 1688).

Overall, you have to be cautious when adding these walls. The best place for them would probably be cutscenes.
Power Plant Fence

Sprite IDs: 3047 (vertical), 3046 (horizontal)

The black fence surrounding the opening area of Casualties. Like the cement walls, it has no object ID of its own. It works well with the porch wall corners.
"True" Invisible Walls

Sprite IDs: -1 (vertical), -1 (horizontal)

A different version of the in-game invisible walls. Unlike the default version, this cannot be shot through, enemies cannot walk through it, and it can be deleted using the wall menu. This is best added with an object ID for a wall that does not have corners.
Further Reading & Conclusion
There’s more to a level than just its walls. Several HLM2 level creators have found ways to modify other parts of levels, like doors and corners.

To manually add corners to your walls (including ones that aren’t normally available), check out Toxic Coffee’s corner guide!

http://sp.zhabite.com/sharedfiles/filedetails/?id=1331194141

If you want your level to feature special doors, like The Son’s blue doors or the metal doors, read this guide by Voltage1001 to learn how to add them!

http://sp.zhabite.com/sharedfiles/filedetails/?id=1165823546

Walls can be added as normal items in the .obj files of your level. This allows the Movie Walls and other semi-working walls to be added and function as intended. For more information, check out my special effects guide!

https://sp.zhabite.com/sharedfiles/filedetails/?id=676175384

Wall modding is not an easy task. With time and practice, though, it can help your levels stand out with their unique designs and appearances.

Thanks for reading! I hope this guide will prove useful for you!
86 Comments
KiddTheIdiot 17 Dec, 2024 @ 5:35pm 
Thanks!
Yossarian the Assyrian  [author] 14 Dec, 2024 @ 4:11pm 
It's in the Special Effects Guide as the "Soldier Levels Camera."
KiddTheIdiot 14 Dec, 2024 @ 3:14pm 
Hate to necropost but I was wondering how to add those camera borders like in Release or beard's levels? Assumed they might be a wall so I came here
Yossarian the Assyrian  [author] 18 Jun, 2024 @ 6:27am 
No problem!
Mooph 18 Jun, 2024 @ 2:37am 
Wow, there is a LOT of possibilities with this. Thanks for the guides.
elcrack3411 9 May, 2024 @ 2:17pm 
sabes como agregar unos muertos que se puedan atravesar
Subject_Name_Here 5 Jul, 2023 @ 12:42pm 
thanks
Yossarian the Assyrian  [author] 5 Jul, 2023 @ 12:21pm 
@Hello My Name Is NAMEHERE
Yes. I cover how to do that in the Special Effects guide.

@GoldHoxton
I wasn't aware of that. I should try testing that out sometime - I'm not sure if I tested vertical walls, considering how long ago this was made.
Subject_Name_Here 5 Jul, 2023 @ 11:00am 
can you add walls from movie sets to your level? like in caught or final cut?
GoldHoxton 19 Apr, 2023 @ 4:17am 
I don't know if someone asked this already but, I'm adding invisible walls and my horizontal walls do become invisible but for some reason when i do it with the vertical ones, it doesn't work?