Tip:
Highlight text to annotate it
X
Hello, this is Max teabag, I'm going to show you how to create custom maps in plazma burst 2.
I'm also going to show you how to create the advanced things such as triggers and doors
Now the basics, you just want to click on custom maps and scroll down until you see "New map ID (your name)" I'm going to call this one for tutorial
Press "Create new map" Now scroll down again and press "Edit"
Here you can change the map name, description ... lets make this one for deathmatch, max players four. It's not going to be a huge map.
Now to design the actual map press "Edit map(approval and published flag will be lost) ... Ok here you have the panel.
Ok, let's start with the basics, this one is "wall" lets make this a little bigger.
These two (uhh) since in deathmatch people wil not spawn on the highest point of the map. So I'm going to make these two have the same height. So people will not spawn on them, and fall down and die.
Now lets place a few player spawns ... in co-op, players will spawn in the order you place the player spawns.
So I'm going to create a hero with 100 health in team 1. Now I'm gonna place a player in team 2.
Now if you hold in "Ctrl" and just drag it you would copy it.
Enemies,vechicels and barrels is only available in single player maps, so let's skip these for now.
Let's just place a gun. Oh by the way to edit properties you want to right click on it and press properties configure or click on them again. Or use the properties tool in the toolbox.
Properties is the most important thing to make maps, also the user manual. Now as you see here "Model: gun_rifle" Now lets make it a raygun.
Now I'm going to user manual and were going to translate it to english, scroll down a little bit and there we see the gun ID's.
Now as you see here, this is the ID for raygun, now back to the panel and type in gun_raygun (the ID) Now press enter.
(what im trying to say here is that you must press enter to save properties.) (And you should't have any gun for any team if the map is going to be for deathmatch)
Now lets make a background. Properties configure, material: 3 then press enter and click somewhere else. Now we have a white background.
The backgrounds are pretty dark in this game so let's place a lamp. Go to properties and change the power to 1. So its a bit stronger.
Ok, the pushers (Audio cut)
Now lets make a pusher. In the properties we see: Speed Y: Speed X: Stability hurt: Damage: ... So pushers can kill and make people fly :D
I'm going to have -1 on speed Y. Now I'm going to place a decor. And call it for antigravity. In the user manual we see the ID's for the pictures.
The decors don't do anything. It's just a image. The pusher actually pushes(Make people fly) The decor just generates sound. So I'm going to place it right...here
Now I'm going to add another pusher. Place it like this and add 1 on damage. And I'm going to place a decor and I'm going to make it look like a killing ray. ID: ray_left
Uhh what else... water. This is kind of obvious but um let's make a little pool. Place some water and we are going to make a little dangerous. Damage per frame:1 and hit enter.
Okay, so as default the sky is BLUE(lol) to make the sky red you must place a parameter(engine mark) and type in sky in mark and 6 in parameter.
Now these are a little big adv-advanced. Ok I'm going to make a door. And call it for #door. Speed: 3. Ok many people are wondering about this. This is how it works
gonna place the door here, and a region here. Activion type: 1(so you must press "E" to activate) Then im going to place a trigger. Going to call it for #doorbell.
Then in the region we just made type in #doorbell in "call trigger by ID" Now this means that O_o that when we press "E" the trigger(doorbell) will activate.
Now in the trigger properties. Action type: 0 (which is the door/elevator type) A: is the door and B: is where the door is going when we activate.
Now lets make a region and call it #target and place it here. Then go back to the trigger and type in #target in B.
Ok this means that when i press "E" here. The trigger will be activated. And the trigger says that #door will move up to #target
Now lets place a timer. And make it so the map explode in a minute. Go in the timer and make the delay 3000(which is about 2 minutes)
Then is target type in #bomb. Then create a trigger with the name #bomb. In action 1 type you type in 24(Which is expolison)
Then in A(which is the amount of power) type in 1000. And in B (where the exlosion is coming from) type #bombsite, now create a region with the name #bombsite.
This means that in 2 minutes, trigger #bomb will activate. The trigger says that there will be a explision in region #bombsite.
Now save and make it published and save again. Now lets try out the map