This is an old revision of the document!
This section will explain the basics of navigating the base capabilities of the map editor.
To create a map, navigate to the Editor tab in the main menu, and create a new project. The project name is not the name of the map, think of it like your “working name” - it's simply how the project folder will be called on your disk.
The MISSION REQUIREMENTS section sets what objectives are required for the map to be completed. All assigned objectives must be completed for the map to trigger a victory.
Most objectives require certain units to be removed from the level (IXE cores, items, etc.). Mapmakers are allowed to override defaults and configure various units to be needed to complete certain objectives. For example, a Survival Pod has a Objective Type of 3, that means it must be removed (through collection, for example), and if no units with this objective type remain present in the level, the Items Collected objective is completed. A mapmaker could for example give an Upgrade Gem the same objective type, and now they will also be required for this objective. An Objective Type of 0 will deassign this unit from any objective.
Objective | How it works | Technical explanation |
---|---|---|
IXE CORES DESTROYED | The player must destroy all IXE Cores. A destruction of IXE Core means either the IXE Core is killed in a level (possible with some destructive sands), or when all remaining IXE Cores are charged, they will all self destruct. If no IXE Cores were ever present in the level, this objective cannot be completed and the map cannot be won if this objective is enabled. | All units with objective type 1 must be removed from the level for this objective to be cleared. |
INHIBITORS DESTROYED | This objective is cleared when a Rift Inhibitor is destroyed. A Rift Inhibitor will also immediately charge (and therefore destroy) all IXE Cores in the level, clearing that objective as well. | All units with objective type 2 must be removed from the level for this objective to be cleared. |
ITEMS COLLECTED | All special items in the level must be collected to win. By default, these are Info Cache, Tech Module and Hibernation Pod | All units with objective type 3 must be removed from the level for this objective to be cleared. |
EMITTERS DESTROYED | All enemy emitters must be destroyed to win. This includes most enemy units but not all of them. | All units with objective type 4 must be removed from the level for this objective to be cleared. |
CREEPER ELIMINATED | All enemy creeper must be cleared from the level. | |
SPECIALS DESTROYED | Not achievable with default units; this objective can be used to specify a target unit that must be eliminated to win. | All units with objective type 6 must be removed from the level for this objective to be cleared. |
SCRIPT MISSION COMPLETE | information needed | information needed |
Objective type of a unit can be altered by changing the unit settings. Select the unit in the editor, press the cog icon in the UI panel:
And then change the objective_type parameter:
The buttons that follow control the strength of various Breeder Type settings of sands. In the Fourth tab (Sand definitions), sands have a parameter called “C/AC Breeder Type”. The strength of these special properties is altered here.
AMT controls the amount of creeper to remove (in case of Absorber) or spawn (in case of others) per game frame (a second is 30 frames). MAX will not add more creeper if the amount on top already exceeds this maximum. ON/OFF declare the duty cycle of the action, for example by default breeder is enabled for 45 frames then disabled for 90 frames and repeat.
Parameter | Function |
---|---|
NAME | The editor name of this sand. |
DISPLAY | The display name of this sand. |
SIMULATOR | The simulation to use for this sand. See Sand Simulation for more details on sand simulation types. |
ACTIONS | information needed |
COLOR MODE | information needed |
COLOR | information needed |
COLOR2 | information needed |
LIGHT NORMAL | information needed |
CONTRAST EDGE | information needed |
CREEPER BLOCKS | information needed |
TTL LOWER | information needed |
TTL UPPER | information needed |
TTL NEIGHBORS | information needed |
TTL CONVERT | information needed |
CREEPER FLOW HEIGHT | The height of this sand against creeper. -1 means infinite and creeper cannot flow over this sand. 10 will mean only creeper above 10 can flow over this sand. Think of it like terrain height in Creeper World 3/4. |
CAN TERP | Whether or not this sand can be excavated. |
TERP COST | The cost to excavate this sand. |
C GRAVITY | The gravity of creeper that finds itself embedded in this sand. Creeper always finds a way, e.g. from having sand fall on top of it. By default, creeper embedded in sand flows upwards, but here this can be changed. |
CREEPER DAMAGES | If set to 1, creeper will slowly erode this sand in contact. The length of erosion is based on this sand's Max Health. |
BLOCKS UNITS | Whether or not units can be built or moved on top of this sand. |
BLOCKS UNIT MOVE | Whether or not traveling units pixels can traverse through this sand. |
BLOCKS LOS | Whether or not this sand blocks ship weapon line of sight. |
C/AC BREEDER TYPE | A special interaction applied to this sand (breeder, absorber or maker). See previous section for an explanation of how to alter settings of these interactions. |
MAX HEALTH | How long creeper will take to erode this sand if Creeper Damages is enabled. |
EMBEDDED CREEPER | Amount of creeper that will be created when this sand is destroyed. |
SHIELD | information needed |
ON FIRE | information needed |
FIRE AMT | information needed |
FIRE SPREAD RATE | information needed |
EXPLOSION AMT | information needed |
EXPLOSION AFFECTS | information needed |
DENSITY | Sands with higher density sink below sands with lower density on contact. |
SPREAD RATE | information needed |
COLD | information needed |
SPECIAL EFFECT | information needed |
ENERGY AMT | The amount of Store energy generated when this sand is collected with a lathe. |
SPLASHES | information needed |
DAMAGE UNIT | information needed |
UNIT CONTACT CONVERT | information needed |
DAMAGE ENEMY UNIT | information needed |
ENEMY UNIT CONTACT CONVERT | information needed |
CREEPER DAMAGE CONVERT TYPE | information needed |