Time Shooter 3

Breaching Rooms in Time Shooter 3: Doors, Rams and Hostages

Published · Updated · 3 min read

Time Shooter 3: SWAT does not ship a fixed list of hand-made stages. The whole game runs in a single Unity scene, and each level is put together when it starts. That changes how you should think about breaching: you cannot learn a map by heart, so you read every room fresh. This post looks at how a level is assembled and what that means for getting through the doors.

Each level is built from rooms

The game code has a room generator with a minimum and maximum number of rooms per level, a set of room modules, and a chance to add side rooms. Enemies, hostages, throwable objects and battering rams are then placed by separate generators, and the number of enemies and hostages is picked between a set minimum and maximum. In practice this means two runs of the same level number can have a different layout, a different enemy count and hostages in different places. CrazyGames answers the question of how many levels there are with a short line: the game is endless.

Getting through a door

Rooms are split by walls with doors in them, and some doors have to be broken. The built-in tutorial walks through this in order: take the gun, shoot the enemies, throw a weapon, then take the battering ram and kick down the door. CrazyGames also says doors can be broken with a battering ram or a shotgun. When a door breaks it is shattered into pieces and pushed into the room, so whoever is standing just behind it is in the way.

  • Battering rams are placed in the level by the generator, so look for one before you reach a locked doorway. The HUD shows a ram icon when you aim at one.
  • Breaking a door is loud and fast. Plan the step after the breach before you hit it.
  • Because time only runs while you move, the moment after a door falls is the moment to stop, look around the new room and pick your first target.

Hostages end the run if you hit them

From Time Shooter 3 on, the orange figures are terrorists and some rooms hold hostages. The tutorial message is plain: "Don't shoot the hostages!" If a hostage dies, the level ends with the message "you killed the hostage" and you have to restart. Bullets in this game are real objects that fly through the room and can ricochet, so a miss near a hostage is a risk. Clear the enemy next to a hostage with a close, careful shot, or throw a weapon at them, rather than firing a burst past the hostage.

Barrels and gas tanks

Some rooms have explosive barrels and gas tanks. A barrel explodes with a blast radius and a push that throws nearby bodies and objects. A gas tank that gets hit starts burning, spins and moves, and then blows up. Both can clear a group of enemies at once, but the blast does not care who is standing next to it, so check where the hostages are first.

Finishing a level

A level is done when every terrorist is down. The game then shows "Terrorists destroyed!" and a Continue button. If you lose all your health or hit a hostage, you get a Restart button instead. Since the next layout is new, there is no point memorising the last one; the habit that carries over is stopping at every doorway and reading the room.

More from the blog

Play nowTime Shooter 3 — the full game, free