CreatingMaps

Reason: "*Old information, going to continue on Map Editor*"

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Reason: "*Old information, going to continue on Map Editor*"

to start, enter the map editor and create a new map. Add some boxes, make sure there's enough room for a few items

## Deathmatch

To start a new map go to 'File' > 'New'. This brings up the new map dialogue. Select the appropriate Map Theme (this will adjust the background and foreground behaviour for your map) and Size. For a Deathmatch, it is recommended to use a very small map size such as 'Tiny Square' or 'Small'. You can change the Map Theme anytime by going to 'Locales' > 'Change Locale Theme'.

Save the map as 'dm\_\*mapName\*'.

To set up the Deathmatch you must first go to 'Stage' > 'Set Game Mode' and select 'scorematch' from the game mode list.

Next, change the objective to kills and the goal to 10. You may also wish to set a spawn delay (in seconds). Click 'OK'.

Then we need to set up the camera so go to 'Stage' > 'Set Camera Mode' and click 'Apply Preset'. From the menu, select 'versus' and click 'OK'. If you want the screen to split (i.e. for very large maps) set splitOnSameLocale to true.

You need to create a blueMetalFace actor for the players to play as. Place the actor anywhere on the 'Collision' layer, his location is not important.
Select the actor and right click to access the options. Select 'Set Loot' and in the dialog select 'dropExactly' if you want the players to drop there weapons when they die. Otherwise select 'No Custom Loot'. Click 'OK'
Select the actor again and right click to access the options. Select 'Set Spawn Action'. Check the 'blue', 'green', 'red' and 'yellow' boxes to allow each team to spawn as that actor. You may wish to add starting items by double clicking them from the item list. 'Infinite Ammo' and 'Shield Belt' are normally used so that when a player collects a shield battery pickup, they get a shield instantly and any weapons they have never run out. You may also wish to add 'Jet Shoes'. If you want the players to start with a weapon, add that too. Click 'OK'.
Select the actor again and right click to access the options. Select 'Set Custom AI'. Select 'playerControlled'. Click 'OK'.

Now create your map, including pickups.

When you are done, you must change the pickup options to enable them to respawn (otherwise they can only be collected once). Using the shift key, select all of the pickups. Right click on one of them and select 'Set spawn Action'. Set 'respawns' to 'true' and set the respawn delay to somewhere between 5 and 20 seconds. Then check the 'becomes ammo' box. Click 'OK'

Finally, you must add the spawn points. Go to the tile menu (press 'T') and under the 'Actors' menu, select 'Spawn Point'. After placing all the desired spawn points, use the shift key to select them all. Right click one of them and select 'Spawn Settings'. Check the 'blue', 'green', 'red' and 'yellow' boxes to allow each team to spawn there.

Now your map is finished press F5 to test it and go to 'File' > 'Save & Copy to Menu' to automatically add it to the map list.

## Capture The Plug

To create a CTP map start by opening the level editor and create a new map. Prefixed with ctp\_lvlname
Place two plugs and assign a team to each. Then place an actor (metalface is used in most games) assign this actor to the teams you have. (ex. if you have teams red and blue, assign the actor to red and blue) This will make it so when you start the game both teams will be able to spawn as this actor. It is not needed to assign it to all teams. Set custom AI to AI:PlayerControlled. Add a few spawners and assign a team to them
Test the game (F5) It should spawn the AI.
The AI probably won't move around much. To fix this place an AI circle in the middle of the map. (in the Invisible Physics Layer)

## Classes

By adding multiple actors you can create your own classes, and enable spawning as different actors. Assign each actor it's own set of weaponry.

## Creating Maps

You can put many things into the level editor such as elevators, doors and actor spawners.