Help

Getting Started
To get started creating your first map, you will need to start up a new Creation server.

From the main menu, select the Create tab.


You can choose a number of options:
 

  • Join Online - Collaborate with other creators in their levels
  • Start Online - Begin editing one of your map online, and allow others to join you
  • Join LAN - Collaborate with other creators over a local network
  • Start LAN - Begin editing one of your maps over a local network
  • Start Offline - Begin editing one of your maps where nobody else can join your game

Choose Start Online.

Don't worry - if other players join your game, they will not be able to edit your map and destroy your creation unless you give them permission to.

You will now have to select a map to edit. If you have no maps, the list will be empty. We want to start a brand new map, so choose Create New Map from the bottom right. Or, if you already have an existing map, select it and continue below.


After a moment of loading, it will select a new empty map with some default values (Title will be "Level Name", description will be "Level Description"). Once it is selected, click on Edit Map to load in to your level to start creation.


Now the fun starts!

 
 
Placing your first blocks
Learning the menus

You should now be in your first crafting level. You will see in front of you some yellow / black blocks, like in the image below.


These are your starter blocks. Note that they can never be removed, and by default players will spawn on top of this location (but this can be changed later).

What we want to do first is create a room with a few different types of blocks. First you will need to press TAB (or Back / Menu on a controller) to open up the build menu.


You will see a few lists of blocks split up into categories
 

  • Cubes - These are the basic building blocks and have no special properties, they are simply blocks to walk on, or to create walls and roofs with.
  • Props and Special - These are some more decorative props you can use (e.g. a desk, a statue, a tree), as well as some special blocks. Special blocks might include spawn points, lighting blocks, sound blocks, etc.
  • Enemies and Weapons - These are all of the guns, ammo, and enemies that you can use in your levels.

Note at the top of the screen it shows the Theme Name, which will start at Default. The Default theme is all of the generic blocks that you will need to create any map - including Ammo, Health packs, Spawn points, flags (for CTF game mode), lights, etc. This theme does not have any decorative objects - so you will not be able to create a room with them.

Lets start by changing the selected theme to Tremor. Using the left/right arrows (or Left/Right bumper on a controller), toggle through the themes until you find the Tremor theme.

Selecting Blocks to build with

From here you will see many more decorative blocks that you can use. We want to grab just a few of them to get started. Click on Block 1 - you will see it becomes active in the top of your screen. There are 6 slots you have to build with, and while editing you can quickly switch between these 6 blocks.

Press the number 2 to select the next free block space, and add another Cube from the list. Repeat this process for slots 3-6.

Building your first room

Now its time to start placing the blocks. In craft mode, you are free to place blocks anywhere you want. You can also fly around to move quickly in any direction.

The controls in craft mode are:
 

  • Left click = Place Block (hold down to place rapid-fire)
  • Right click = Remove Block (hold down to remove rapid-fire)
  • Middle click = Copy block you are pointing at into your building list
  • E = Fly up
  • C = Fly down
  • R = Rotate block
  • 1 - 6 = Change currently selected block in the building list

To get started, lets fly into the air and start placing down a floor for the room. Hold down 'E' for a second to fly up, then point down at the ground and start placing blocks on top of the starting yellow / black blocks to begin a floor.


Then extend out your floor until you have a nice sized room - I have gone with 10 blocks x 10 blocks.


Don't worry if you place a block in the wrong spot - you can always remove it with Right Click.

Next we need some walls - players can jump exactly 1 block in height, so making walls 2 blocks high means they cannot be jumped over without some help (e.g. a rocket jump). Go around the edge of your map and create walls 2 blocks high.


Now its looking better - but if you did what I did, it all looks pretty plain. Lets make use of some of the other blocks to add some nice detail to the level. First, press a number from 1-6 to select a different block type.

Once you have selected a different block type, you have two options.
 

  • You can remove an existing block (Right Click) and then replace it with a new block (Left Click)
  • Or if you hold down Left Shift on your keyboard, your selection will change to a dotted line. This is the Replace Block modifier - it will let you swap out the selected block with another block, without needing to remove it first (simply gold down Left Shift, and then Left Click to replace)

Using either of these techniques, add some different style blocks into your level - be creative, put them wherever you like!


There you go! Your first room! Next we will start adding some special blocks, but before we do that you should save and test your map. This will let you run around in it in play-mode and get a feel for how the level is.

To do this, press Escape to bring up the pause menu, and then select Save Map. After a few seconds, it will say Level Saved - it is now ready to test. Now select Test Map.


From the Test Setup menu, leave all the values as default and then press Begin Test. You can now run around in your level. Once we put down weapons, you will be able to test them too. To get back into Crafting mode, press Escape again and choose Finish Testing.

 
 
Special Block Types
Now that we have built a room, its time to place some special blocks like Weapons, Ammo, Medkits, Doors, and Enemies.
 
Weapons, Ammo and Medkits

Lets start off with some Weapons. Open up the Crafting menu by pressing Tab, and make sure you are on the Tremor theme page. Down the bottom we have a bunch of weapons to select from - lets grab all 4 weapons, the Rocket Launcher, Mondo Shotgun, Gauss Rifle, and PFG v0.1c. Assign them to 4 slots in your build menu.


Now go ahead and place one of each weapon down in your room - anywhere at all is fine. They will spawn weapons in-game which automatically respawn after being collected.


We are also going to need some ammo for these weapons. You might have noticed on the weapons that they have a small coloured square on them - either Green, Red or Blue. These colours represent the type of ammo that weapon uses. Open up the Crafting menu again, and go back to the Default theme.

Under Enemies and Weapons, you will see 3 different coloured types of Ammo - Metal (red), Energy (blue) and Chems (green). Each of these come in a small ammo and a large ammo block. Select one of each coloured ammo, and add them into your level too.

Finally, we will add some Medkits - on the Default theme again, select one of the Medkits (small or large) and place some of them into your level too.

Here is my level now:


Before we go any further, its a good idea to Save and Test your map. Open up the Pause Menu (with Escape) and save your map, then test it again. Run around, pick up the weapons and ammo, and try them out!
 

Doors

We will now add a second room to this map, separated by a door. Open up the Crafting menu, go to the Tremor theme and find the block called Rusty Door at the end of the Props and Special block list. Also grab some standard cubes to make a floor and walls for another room.

Replace one of the walls in your room with a door, and then create another room. See below for my second room:


This door will automatically open when a player gets near it, and close when they leave the door.
 

Enemies

Finally, we will add some enemies into this new room. Enemies are a core part of the Single Player / Campaign style levels that you can create. They will automatically attack players that get near them. If you want to make a Campaign level, you will probably need to add some enemies. Note that in Multiplayer game modes (e.g. Deathmatch, Capture the Flag) enemies will not spawn.

Open up the Crafting menu, navigate back to the Tremor theme, and grab the three enemies - Puppy, Harpy and Bile. Go ahead and place them in your new room wherever you like.


And now its time to Save and Test again. You should now be able to pick up your weapons, go through the door, and fight some enemies. We are almost done - next its time to add support for different game modes to get your map ready to share with the world!

 
 
Adding support for different game modes
There are a number of game modes that can be supported for each map. Your map can support any number of these game modes, or all of them - it all depends on what you want the map to be used as.

Here are the game modes and the requirements needed to make your map valid for that game mode:
 

Deathmatch (FFA)

This is a standard Deathmatch Free-for-all game. Every map can support this - you only need to place one or more Spawn Point to make it work. You should also add weapons and other fun aspects, but the bare minimum requirement is a spawn point.

Requires:

  • One or more spawn points (of any type)

 

Last Man Standing

This is a game-mode where players have a set number of lives. Once you lose all your lives, you are out for the rest of the round. The winner is the last player alive. It has the same requirements asDeathmatch (FFA).
 

Gun Game

Gun-game is a Free-for-all mode where all weapons and ammo are disabled on the map. Instead, players start with one specific weapon and must get a kill with that weapon to proceed to the next weapon. The first player to get a kill with each weapon is the winner for that round. It has the same requirements as Deathmatch (FFA)
 

Infection

Infection places one player on their own team as the infected, and their objective is to infect all the other players (by killing them). Points are awarded for each kill. The non-infected players must survive for as long as possible. Points are awarded for time spent living. It has the same requirements asDeathmatch (FFA)
 

Deathmatch (Team)

This is a standard Team-Deathmatch style game, where players are divided into two teams and fight for the most kills.

Requirements:

  • One or more Blue Team spawn points
  • One or more Red Team spawn points

 

Team Survival

This is similar to Last Man Standing, but your entire team has a pool of lives. Each death on your team removes on of these lives. Once all of your team's lives are exhausted, your team will lose the round. It has the same requirements as Deathmatch (Team).
 

Capture the Flag

Capture the Flag is a team-based game mode where your objective is to steal the enemy flag, and return it back to your flag.

Requirements:

  • One or more Blue Team spawn points
  • One or more Red Team spawn points
  • One or more Blue Team flags
  • One or more Red Team flags

 

Campaign (aka Single-Player)

This is a story-mode where the objective is to fight against AI controlled enemies to reach the end of the level. It requires at least one Single-Player Exit block, which marks the end of that level. It should also have some challenges to it (e.g. groups of enemies, weapons, hidden passages, etc).

Requirements:

  • One or more Single Player Spawn Points
  • One or more Single Player Exit Blocks

 

Making our map support Campaign

So since our map is made with a bunch of enemies, it makes sense to make it a Campaign style map. All we need to add is some spawn points, and an exit block. Open up the Crafting menu and select the Single Player Spawn Point (SP Spawn), as well as the Single Player Exit Block (Generic Exit).

Place one of the Spawn Points in your first room - note the arrow on the spawn point block, rotate the block using 'R' to make sure it faces the right direction.

The go and place a Single Player exit block into your second room behind all your enemies. This will mark the point where a player has Won your level, so they have to get past all your enemies first!


Save and test your map. Note that if you reach the exit point, the game will automatically exit out of Test mode and load back into Craft mode (as though you have reached the level exit). Your map is now fully ready for playing in Campaign mode!

 
 
Final touches
Before we finish your map, we need to set some level settings as a final touch. These are very important to getting people to try out your map!

You can set the following info about your map:
 

  • Map Title
  • Map Description
  • Screenshot Preview
  • Starting Weapon
  • Starting Ammo Values
  • Starting Music
  • Starting Skybox
  • Ambient Lighting
  • Fog colour and density
  • Item and Enemy respawn rates

 

Basic Map Settings

To change these settings, open up the Pause Menu by pressing Escape. From here, change the Map Title and Description to whatever you want. Also select a music track from the available options - as you cycle through the choices, you will hear the music change so you can preview it. Finally, select a Skybox to use as your level background.

All of these can be changed at any time - just come back to this menu and choose a new option.


Now that you have chosen some values, Save and Test your map. You should notice that music will start playing, and also that where you previously saw a black background, you will now see a skybox based on your selection.

Taking a Screenshot

Before sharing your map, you should take a screenshot. This will help make your map stand out, and showcase what the level is like. To take a screenshot, click on the Camera Icon in the top-left corner of the Pause Menu.

This will load into your level, but with a few minor differences. Your weapon will be hidden, and you are able to fly up/down using E and C. Fly around, find a good spot to take a screenshot, and then Left Click to take the screenshot. If you are happy with how it turned out, choose Keep Screenshot, otherwise try again until you get a screenshot you like.

Advanced Map Settings

Now we are going to set some of the more advanced map settings. Choose a weapon from theStarting Weapon selection list. Also set values for the starting Red, Green and Blue ammo types. When players spawn, they will be given the chosen weapon and the chosen ammo amounts to begin with - every time they spawn.

You can play around with the other settings too, but here is a quick overview of what they do.
 

  • The Ambient Lighting will be applied to your entire level and colour it that way like a light source.
  • The Fog will allow you to set a colour and density (strength) for fog in your map.
  • Item Respawn rate will change how quickly items (Weapons, Ammo, Medkits) respawn after being collected.
  • Enemy Respawn Rate will change how quickly enemies respawn after being killed
 
 
Sharing your map with the world
Once you are happy with your level you can share it with the world so everyone can try it out. To do this, make sure you save your map, and then quit back to the main menu. From the main menu, choose Create and then Start Online.

You will see a list of your maps on the left-hand side. One of them will be your newly created map. Select it and its details will show up on the screen, including the Title, Description, Screenshot, creation date, updated date, version number, and votes/rating. Over on the right-hand side, you will see an option to Publish Map - by selecting this, your map will be released and anyone will be able to search for and find your map.

After publishing your map, you can do a few things. Firstly, you can make it private - this will make it no longer visible in a search, but the map is still on your account. This can be useful if you want to take your map off the public server list for a while as you update it, or just want to have a private map that only you can start a game with.

You can also continue editing your map. Note that every map has two versions - one Public (or Live) version, which is available to all players, and one Draft version, which is only available to you (the map creator). You are able to continue working on a Draft version of your map and adding new features or enemies in to it, and only make it Public (Live) when you have finished all your changes. To start working on your draft map for an update, just click on Edit Map like before. Your changes will not go out to other players until after you publish the map again.

Thats it! You have done everything you need to make a complete map, add features to it, and share it with the world! Now get out there and Create something awesome!

 
 
Advanced Features
If you are still reading at this point, you are ready for some more advanced features. These can be used to make a map more fun, tricky, interactive, and attractive. You can add lights of any colour, doors that only unlock after finding a secret button, teleporters that take you to different locations, messages shown to the player upon entering an area, changing music as you move around the map, changing Skyboxes in different areas of the map, and countless other options.
 
Block Options

Some blocks have additional options that can be set on them. This includes things like doors, light blocks, exit blocks, buttons, triggers, etc. In Craft mode, while pointing at a block, you will see up the top-right a block options button with 'Q' (or for joystick, Y). If you press 'Q', it will open the settings for that block.

For example with a Light block, it will allow you to choose the Colour of the light, the Strength of the light, and the Range of the light. A door lets you choose whether it starts Enabled (Unlocked) or Disabled (Locked) when the game starts. It also lets you select a Trigger Channel, which is explained below.
 

Trigger Channels

There are a number of Trigger Channels in the game (approximately 255) which can be used to create links between objects. Some blocks are known as Trigger Receivers and will respond to a specific Trigger Channel event. Other blocks are known as Trigger Senders and will send out a message to a specific Trigger Channel event.

For example, a door is a Trigger Receiver, and a button is a Trigger Sender. When a button is activated when a player walks into it, it will send a message to all blocks on that trigger channel and tell them to change their state. Doors that were locked will toggle and become unlocked. And doors that were unlocked will toggle and become locked.

To set up a locked door scenario, you should put down a Door and set its initial state to Start Disabled, and set its Trigger Channel to 1. Then find a button, or Lever (e.g. Button Switch fromTremor theme) and place it in the world. Leave its Initial State to Start Enabled and set its Trigger Channel to 1 as well. This will link up the button and the door - when you press the button, it will unlock the door.

This works with various other blocks too - Teleporters have two parts - an In Teleporter and an Out Teleporter. If you link up the two teleporters to use the same Trigger Channel, they will be connected. Note that its best to use a unique Trigger Channel for each grouping of things - there are plenty available. Also you can connect a single Trigger Sender to multiple Trigger Receivers (e.g. one button unlocks many doors), or vice-versa (multiple buttons unlock the same door).