February 20th, 2014
Welcome to the SpeedRunners Level Editor in r22! After a closed beta test, we are open for business with creating levels in the Workshop :)
Even more good news -- everyone who participated in the closed beta will be able to upload their locally stored levels to the Workshop! This post describes in-depth how to use the editor, both in video and text. Making SpeedRunners levels means a lot of work with lead detection, so please pay special attention to how to use that.
Video tutorial by Casper & Tom:
How to use the editor. Please read this carefully.
Controls depend on which tool you have selected. For example, if you're in the tile tool, these controls will apply only to tiles, to objects, etc.
- CTRL+Left Click = area select
- Left Click & drag on corner of selected area = resize (applies to Volumes)
- DELETE when area is selected = delete selected area
- Hold CTRL while area selected = drag-copy the area
- Right Click = bring up options
- E and Q = switch between objects in a tool
- "[" and "]" = switch layers
- 1-2-3-4-5-6-7-8-9 = change brush size
- ALT+left-click is delete, useful in the Tile tool to make tunnels
[T] Tile Tool
This is used to create actual tiles. These are the things you run on. Most collidable objects are made with this tool. Useful to know is how to make slopes. Use E to get to a slope tile, and then press 1-9 (depending on the size you like) to scale it. Here using CTRL+Left Click is very useful to copy parts of slopes around. Remember that only white ceilings enable swinging, and they're part of the Tile Tool.
You can also use the Tile tool in background layers.
[O] Objects Tool
These are in-game objects. Let's run through them.
- Item Pick-Up gives you a random pick-up, respawns on a timer
- Falltile disappears on impact and doesn't respawn
- Boostpad gives you boost, can be flipped
- Box is a box. You stumble over it. It respawns.
- - has skin variations in Right-Click menu
- Spike kills you on impact.
- - has orientation options in Right-Click menu
- Rocket Launcher shoots rockets that kill on impact
- Lasers spin around, make a great light show. Also kill.
- - has rotation options in Right-Click menu
- Gate is a gate that you can configure to do things with Triggers
- - you can configure it's starting and end-angle in the Right-Click menu
- The Trigger is the area which triggers your gate to rotate. Triggers are volumes you can resize.
- - the TriggerID must match the gate you're trying to control
Each world has it's own set of visuals, and you have full access to them. Seriously. Here is where you want to learn to use Layers (shortcuts "[" and "]").
You can replicate the visuals of any level in SpeedRunners with this tool. Drag around, scale, place objects on different layers.
Controls: place around with the mouse, and use ALT to connect them together.
These are super important! Your levels won't run properly without Checkpoints!
Checkpoints are used to determine who is in the lead in your level. Think of them as laser-distance detectors (that go through walls). You need to know who is in front, and sometimes it's not clear with complicated level geometry.
In open areas, you should draw just one line that ends at a turn section, a junction, whatever. However in tight corridors you should always draw several lines that measure all possible angles of people coming into the corner.
Meanwhile in open areas, it's just a straight line.
First, draw a line that connect your start and finish. This can be a simple collection of straight joined lines that go through the level. Then you can add-on more lines in different corners to measure all possible angles.
We have a little preview generator if you press C. It will use gradients (from dark to light) to fill out the path. Lighter gradient means you're closer to the finish.
Let's take an example sequence.
1. Basic implementation. You just make a straight line down. Whoever is furthest DOWN wins. It will work, until you get situations where someone is slightly on the left or right wins, while logically it should be the other person.
2. Less basic implementation. Make it connect via diagonal lines that touch edges of platforms. The grey stuff you see in the screenshot is the C-button enabled gradient, showing you dead spots.
3. Advanced implementation. This is how you should really do it. Multiple lines track position. If this area is played in Sudden Death, its clear who wins no matter from which side the player drops out of screen.
This takes some patience and is probably the most important aspect of making a map. We spent a lot of time on this system and would love to hear your feedback on improving it!
Volumes are what we use to control bots. These are areas that you use in specific places to tell bots what to do. You can set an area for a bot to go right, left, jump, use boost, swing, etc. Bots by default just run forward like it's nothing, and we give them hints what to do in specific areas.
This design is very simple but as you noticed pretty flexible. You can tell bots when it's a good idea to use items for example.
Play saved levels in Custom Games -- there's a new icon that shows yours and the levels you subscribed to.
There are no saws yet.
We're actively looking for feedback on the editor, so please don't be shy!
We've added more features to the editor, checkout the video!