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Tales of Terror Custom Dungeon Development Guide
By Spyjack
The Tales of Terror Custom Dungeon Development Guide is here to help experienced modders/mappers create custom dungeons using my system.

Things you will need to know that I do not teach
-How to make a custom map
-How to edit the map's config.json file
-How to place spawnpoints and rename them in the Devkit editor
   
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Development Kit Contents
This section is dedicated to explaining what content you are given when you subscribe to the Tales of Terror Devkit.

Overview
The Tales of Terror Devkit includes ALL the content used in Tales of Terror. Due to this it may cause errors when subbed to the Tales of Terror map as well.

Objects
You are given access, and permission, to use any and all objects from Tales of Terror on your custom map. However, you may not reupload them or bundle them with your map. You must add the Tales of Terror Devkit workshop item as a required workshop item.

Every Tales of Terror object starts with ToT and can be easily found by searching for it in the editor.

Items and Effects
You may use the items (and effects) aswell, you don't even need to be using them for a dungeon map. it can be whatever you like, but, you may not reupload them or bundle them with your map. You must add the Tales of Terror Devkit workshop item as a required workshop item.

Spawn Tables
The spawn tables used to determine chest drops, zombie drops, and more can also be found in the bundle. While not very useful by themselves, feel free to inject new items into the spawn tables.

Code
if you'd like to reuse the code for say, the chests, so that you can reskin them with a custom object and/or spawn table feel free. If you end up completely copying the code and not reusing any assets feel free to not require the Tales of Terror Devkit workshop item, however please add me as either a contributor or leave my name in the map credits. We can discuss this further if you happen to get to this stage.
Object IDs
Content IDs
The following are all the used IDs for the main content. The Letter infront corresponds to what type of ID it is.

Objects:
o7000 - TavernLobby
o7001 - LargeDungeonDoor
o7002 - SmallDungeonDoor
o7003 - Mug
o7004 - Innkeeper NPC
o7005 - Oldman NPC
o7006 - Begin_Knight
o7007 - Class_Knight
o7008 - Class_Warlord
o7009 - Class_Ranger
o7010 - Class_Rogue
o7011 - Class_Wizard
o7012 - Class_Chemist
o7013 - Randomize_Button
o7014 - Class_Knight_Selected
o7015 - Class_Warlord_Selected
o7016 - Class_Ranger_Selected
o7017 - Class_Rogue_Selected
o7018 - Class_Wizard_Selected
o7019 - Class_Chemist_Selected
o7020 - Buffer
o7021 - Type_Dungeon
o7022 - Type_Castle
o7023 - Theme_Doomed
o7024 - Theme_Haunted
o7025 - Theme_Lambs
o7026 - Theme_Mindless
o7027 - Theme_Nelson
o7028 - Theme_Souless
o7029 - Theme_Spirits
o7030 - Lead
o7031 - Type_Temple
o7032 - Type_Tomb
o7033 - Type_Fortress
o7034 - Type_Prison
o7035 - Type_Catacombs
o7036 - Theme_Vanquished
o7037 - Theme_Banished
o7038 - Theme_Broken
o7039 - Theme_Bones
o7040 - Theme_Lost
o7041 - Theme_Forgotten
o7042 - Theme_Forsaken
o7043 - Theme_Cultists
o7044 - Theme_Undead
o7045 - Theme_Silenced
o7046 - CastleBlock_0
o7047 - CastleBlock_1
o7048 - CastleBlock_2
o7049 - CastleBlock_3
o7050 - RM_Hallway_0
o7051 - RM_Hallway_1
o7052 - RM_Hallway_2
o7053 - Skull_0
o7054 - Skull_1
o7055 - Pelvis_0
o7056 - Pelvis_1
o7057 - Door_Exit_0
o7058 - Door_Exit_1
o7059 - Door_Exit_2
o7060 - Chest_Rare
o7061 - Chest_Epic
o7062 - Chest_Legendary
o7063 - Coins_10_0
o7064 - Coins_25_0
o7065 - Coins_10_1
o7066 - Coins_25_1
o7067 - Coins_10_2
o7068 - Coins_25_2
o7069 - Coins_10_3
o7070 - Pedestal_0
o7071 - RM_Begin
o7072 - Begin_Warlord
o7073 - Begin_Ranger
o7074 - Begin_Rogue
o7075 - Begin_Wizard
o7076 - Begin_Chemist
o7077 - Potion_HP_0
o7078 - RM_Hallway_3
o7079 - RM_Courtyard_0
o7080 - RM_Stairs_0
o7081 - Door_Exit_3
o7082 - Door_Exit_4
o7083 - Door_Exit_5
o7084 - Ritual_0
o7085 - RM_Boss_0
o7086 - Door_Boss_0
o7087 - Door_Boss_1
o7088 - Door_Boss_2
o7089 - RM_Boss_1
o7090 - RM_Boss_2
o7091 - DungeonGrave_0
o7092 - DungeonGrave_1
o7093 - Door_Won_0
o7094 - Door_Won_1
o7095 - Door_Won_2
o7096 - Ammo_Satchel
o7097 - Alchemist NPC
o7098 - Blacksmith NPC
o7099 - Platform_0
o7100 - Torture_0
o7101 - RM_Stairs_1
o7102 - RM_Stairs_2
o7103 - RM_Stairs_3
o7104 - RM_Courtyard_1
o7105 - RM_Bridge_0
o7106 - RM_Maze_0
o7107 - RM_Library_0
o7108 - RM_Treasure_0
o7109 - Door_Exit_6
o7110 - Door_Exit_7
o7111 - Door_Exit_8
o7112 - Door_Exit_9
o7113 - Door_Exit_10
o7114 - Door_Exit_11
o7115 - Door_Exit_12
o7116 - Door_Exit_13
o7117 - DungeonHatch
o7118 - Hatch_Flee_0
o7119 - Hatch_Flee_1
o7120 - Hatch_Flee_2
o7121 - Hatch_Flee_3
o7122 - Hatch_Flee_4
o7123 - Hatch_Flee_0
o7124 - Hatch_Flee_1
o7125 - Hatch_Flee_2
o7126 - Hatch_Flee_3
o7127 - Hatch_Flee_4
o7128 - Mana_Crystal
o7129 - Light_Crystal
o7130 - Customer_0
o7131 - Wanderer_0
o7132 - Wanderer_1
o7133 - Wanderer_2
o7134 - Wanderer_3
o7135 - RM_Library_1
o7136 - RM_Bridge_1
o7137 - RM_Bridge_2
o7138 - RM_Library_2
o7139 - RM_Dining_0
o7140 - RM_Jail_0
o7141 - Door_Exit_14
o7142 - Door_Exit_15
o7143 - Door_Exit_16
o7144 - Door_Exit_17
o7145 - Door_Exit_18
o7146 - Door_Exit_19
o7147 - Begin_NoClass
o7148 - RM_Shrine_0
o7149 - Blood_Plane
o7150 - Shrine_0
o7151 - Brazier_0
o7152 - Brazier_1
o7153 - Chains_0
o7154 - Cage_0
o7155 - Ritual_1
o7156 - Ritual_2
o7157 - Door_Exit_20
o7158 - TavernRooms
o7159 - HangingLamp_0
o7160 - Hallway_Next
o7162 - Hallway_Back
o7161 - Hallway_Tavern
o7162 - Carpenter NPC
o7163 - Map_Background
o7164 - Map_Prev
o7165 - Map_Next
o7166 - Map_Room_1
o7167 - Map_Room_2
o7168 - Map_Room_3
o7169 - Map_Room_4
o7170 - Map_Room_5
o7171 - Map_Room_6
o7172 - Map_Room_7
o7173 - Map_Room_8
o7174 - Map_Room_9
o7175 - Map_Room_10
o7176 - Map_Room_11
o7177 - Map_Room_12
o7178 - Map_Room_13
o7179 - Map_Room_14
o7180 - Map_Room_15
o7181 - Map_Room_16
o7182 - Map_Room_17
o7183 - Map_Room_18
o7184 - Map_Room_19
o7185 - Map_Room_20
o7186 - Map_Room_21
o7187 - Map_Type_Next
o7188 - Map_Bring_No
o7189 - Map_Bring_Yes
o7190 - Map_Convert
o7191 - Begin_Chemist_Map
o7192 - Begin_Knight_Map
o7193 - Begin_Ranger_Map
o7194 - Begin_Rogue_Map
o7195 - Begin_Warlord_Map
o7196 - Begin_Wizard_Map
o7197 - Begin_NoClass_Map
o7198 - Cartographer NPC
o7199 - Door_Shrine_0
o7200 - DepthFog
o7201 - RM_Hallway_4
o7202 - RM_Hallway_5
o7203 - RM_Hallway_6
o7204 - RM_Stairs_4
o7205 - RM_Stairs_5
o7206 - RM_Sewers_0
o7207 - RM_Sewers_1
o7208 - RM_Hallway_7
o7209 - Map_Room_22
o7210 - Map_Room_23
o7211 - Map_Room_24
o7212 - Map_Room_25
o7213 - Map_Room_26
o7214 - Map_Room_27
o7215 - Map_Room_28
o7216 - Map_Room_29
o7217 - Map_Room_30
o7218 - Door_Exit_21
o7219 - Door_Exit_22
o7220 - Door_Exit_23
o7221 - Door_Exit_24
o7222 - Door_Exit_25
o7223 - Door_Exit_26
o7224 - Door_Exit_27
o7225 - Door_Exit_28
o7226 - Door_Exit_29
Item IDs
Items:
i7000 - Innkeeper_Top
i7001 - AleMug
i7002 - Oldman_Shirt
i7003 - Oldman_Pants
i7004 - Oldman_Cloak
i7005 - Oldman_Stick
i7006 - Longsword
i7007 - Broadsword
i7008 - Greatsword
i7009 - Excalibur
i7010 - VikingAxe
i7011 - BattleAxe
i7012 - WarAxe
i7013 - HalberdAxe
i7014 - Dagger
i7015 - RondelDagger
i7016 - Baselard
i7017 - shortsword
i7018 - shortbow
i7019 - Compositebow
i7020 - Longbow
i7021 - Recurvebow
i7022 - Quiver
i7023 - Potion_HP
i7024 - Cultist_Hood
i7025 - Cultist_Top
i7026 - Cultist_Bottom
i7027 - Execution_Bottom
i7028 - Execution_Top
i7029 - Launcher_Sight
i7030 - Launcher
i7031 - Ammo_Hemlock_1
i7032 - Ammo_Hemlock_2
i7033 - Ammo_Hemlock_3
i7034 - Ammo_Hemlock_4
i7035 - Boomstick
i7036 - Handcannon
i7037 - Gargoyle
i7038 - Satchel_Hemlock
i7039 - Potion_Stamina
i7040 - Potion_Shield
i7041 - Potion_HP_Medium
i7042 - Potion_Shield_Medium
i7043 - Potion_Stamina_Medium
i7044 - Potion_HP_Big
i7045 - Potion_Shield_Big
i7046 - Potion_Stamina_Big
i7047 - Chemist_Coat
i7048 - Chemist_Scarf
i7049 - Chemist_Bandolier
i7050 - Chemist_Shirt
i7051 - Adventurer_Pants
i7052 - Alchemist_Coat
i7053 - Alchemist_Bandolier
i7054 - Alchemist_Shirt
i7055 - Alchemist_Pants
i7056 - Blacksmith_Apron
i7057 - Blacksmith_Shirt
i7058 - Staff_Light
i7059 - Staff_Nature
i7060 - Staff_Fire
i7061 - Staff_Energy
i7062 - Crystal_Mana_10
i7063 - Crystal_Mana_20
i7064 - Crystal_Mana_40
i7065 - Crystal_Nature_10
i7066 - Crystal_Light_20
i7067 - Crystal_Fire_15
i7068 - Crystal_Energy_30
i7069 - Wizard_Hood
i7070 - Wizard_Cloak
i7071 - Wizard_Shirt
i7072 - Warlord_Pants
i7073 - Warlord_Chestplate
i7074 - Rogue_Cape
i7075 - Rogue_Hood
i7076 - Rogue_Chestplate
i7077 - Rogue_Pants
i7078 - Rogue_Shirt
i7079 - Knight_Leggings
i7080 - Knight_Chainmail
i7081 - Knight_Surcoat
i7082 - Knight_Helmet
i7083 - Cursed_Chainmail
i7084 - Cursed_Leggings
i7085 - Cursed_Helmet
i7086 - Ranger_Cape
i7087 - Ranger_Chestplate
i7088 - Ranger_Shirt
i7089 - Knife
i7090 - Rock
i7091 - Magma_Top
i7092 - Magma_Bottom
i7093 - Old_Ale
i7094 - Scroll_Fire
i7095 - Scroll_Nature
i7096 - Scroll_Light
i7097 - ExecutionerAxe
i7098 - ShieldSpiked
i7099 - Arrow_Wood
i7100 - Arrow_Special
i7101 - Charm_0
i7102 - Charm_1
i7103 - Charm_2
i7104 - Charm_3
i7104 - Charm_5
i7105 - Charm_6
i7106 - Sacrifice_0
i7107 - Sacrifice_1
i7108 - Sacrifice_2
i7109 - Sacrifice_3
i7110 - ShieldTower
i7111 - Spear
i7112 - Glaive
i7113 - Lance
i7114 - Skeleton_Body_0
i7115 - Skeleton_Chest_0
i7116 - Skull_Head_0
i7117 - Room_Door
i7118 - Bed_Tavern
i7119 - Chest_Tavern
i7120 - Bookshelf_Tavern
i7121 - Carpenter_Pants
i7122 - Carpenter_Shirt
i7123 - DungeonMap
i7124 - Cartographer_Apron
i7125 - Cartographer_Bags
i7126 - Cartographer_Hat
i7127 - Cartographer_Shirt
i7128 - KeyShrine_0
i7129 - Heavy_Crossbow
i7130 - Heavy_Crossbow_Sight
i7131 - Repeater
i7132 - Repeater_Clip
i7133 - Repeater_Sight
i7134 - Crossbow_Arbalest
i7135 - Musket
i7136 - Flintlock_Ammo
i7137 - Musket_Sight
i7138 - Blunderbuss
i7139 - Flintlock_Shot
i7140 - Pistol
i7141 - Pistol_Sights
i7142 - Ammo_Pouch
i7143 - Bandolier_Gunslinger
i7144 - Goggles_Tinker
i7145 - Goggles_Engineer
i7146 - Banshee_Bottom
i7147 - Torch
i7148 - Bracelet_Telepathy


Effect & Spawn Table IDs
Effects:
e7000 - DoorCreak
e7001 - OpenChest_Rare
e7002 - 10_Gold
e7003 - 25_Gold
e7004 - OpenChest_Epic
e7005 - OpenChest_Legendary
e7006 - BossDoor
e7007 - DungeonWon
e7008 - Splash_Harm
e7009 - Spell_Light
e7010 - Spell_Spike
e7011 - Cast_Nature
e7012 - Cast_Light
e7013 - Cast_Fire
e7014 - Cast_Energy
e7015 - Spell_Energy
e7016 - Spell_Fire
e7017 - Spell_Light
e7018 - Spell_Mana
e7019 - Spell_SpikeRing
e7020 - Spell_LightRing
e7021 - TavernMusic
e7022 - LavaAmbience

Spawn Tables:
s7000 - Loot_Rare
s7001 - Weapons_Rare
s7002 - Loot_Epic
s7003 - Weapons_Epic
s7004 - Loot_Legendary
s7005 - Weapons_Legendary
s7006 - Equipment_Rare
s7007 - Equipment_Epic
s7008 - Equipment_Legendary
s7009 - Equipment_Cursed
s7010 - Loot_Normal_Zombies
s7011 - Nothing
s7012 - Loot_Common_Weapons
s7013 - Loot_Common_Ammo
s7014 - Loot_Common_Potions
s7015 - Scrolls
s7016 - Loot_Executioner
s7017 - Loot_Elite_Zombies
s7018 - Offerings_Skulls
s7019 - Equipment_Enchantments
s7020 - Loot_Cartography
s7021 - Clothes_Rare
s7022 - Clothes_Epic
Code IDs
Code IDs
The following are all the IDs that the variable info is stored in. You most likely won't be needing this unless you are testing.

Tip: to set one of these IDs, such as how much gold you have or the room ID, type /flag Variable Id/Value

7000 - Innkeeper_Welcome Dialogue
7001 - Met Innkeeper T/F Value
7002 - Innkeeper_Introduction Dialogue
7003 - Innkeeper_Drink Dialogue
7004 - Innkeeper_Questions Dialogue
7005 - Innkeeper_Dungeon_Help Dialogue
7006 - Innkeeper_Weapons_Help Dialogue
7007 - Oldman_Welcome Dialogue
7008 - Chosen Class ID - 0 Knight, 1 Warlord, 2 Ranger, 3 Rogue, 4 Wizard, 5 Chemist
7009 - Dungeon Type ID
7010 - Dungeon Theme ID
7011 - Displaying Menu T/F Value
7012 - Dungeon Room ID
7013 - Oldman_Dungeons Dialogue
7014 - Boss Zombies Killed Value
7015 - Rooms Cleared Value
7016 - Dungeons Cleared Value
7017 - Boss_0 Quest ID
7018 - Boss_1 Quest ID
7019 - Boss_2 Quest ID
7020 - Chest Spawn ID
7021 - Gold Value
7022 - Gold Spawned Value
7023 - Coin_10_0 Picked up T/F
7024 - Coin_10_1 Picked up T/F
7025 - Coin_10_2 Picked up T/F
7026 - Coin_10_3 Picked up T/F
7027 - Coin_25_0 Picked up T/F
7028 - Coin_25_1 Picked up T/F
7029 - Coin_25_2 Picked up T/F
7030 - Pedestal Begin Chosen T/F
7031 - Drinks Had Value
7032 - Innkeeper_Drink_Max Dialogue
7033 - Alchemist_Welcome Dialogue
7034 - Alchemist_Shop Dialogue
7035 - Alchemist_Purchased Dialogue
7036 - Alchemist_Specify Dialogue
7037 - Health Potions Filter T/F
7038 - Shield Potions Filter T/F
7039 - Stamina Potions Filter T/f
7040 - Ammo Satchels Filter T/F
7041 - Small Potions Filter T/F
7042 - Medium Potions Filter T/F
7043 - Large Potions Filter T/F
7044 - Alchemist_Filtered Dialogue
7045 - Inventory Quest ID
7046 - Blacksmith_Welcome Dialogue
7047 - Blacksmith_Shop Dialogue
7048 - Blacksmith_Purchased Dialogue
7049 - Blacksmith_Specify Dialogue
7050 - Blacksmith_Filtered Dialogue
7051 - Swords Filter T/F
7052 - Axes Filter T/F
7053 - Bows Filter T/F
7054 - Daggers Filter T/F
7055 - Launchers Filter T/F
7056 - Staffs Filter T/F
7057 - Rare Filter T/F
7058 - Epic Filter T/F
7059 - Legendary Filter T/F
7060 - Key Collected T/F
7061 - Key/Hatch location Value
7062 - Adventurer_Welcome Dialogue
7063 - Caravan_Welcome Dialogue
7064 - Explorer_Welcome Dialogue
7065 - Wanderer_Welcome Dialogue
7066 - Pirate_Welcome Dialogue
7067 - Innkeeper_Combat_Help
Creating the Lobby
Create the Lobby
Firstly it is good to get some play area down that is what the players will use as the lobby. You can place it anywhere on the map, but I placed mine in the center. Feel free to use my Tavern asset, combine assets, or make your own for this area. All that matters is that it is enclosed and the player can't reach the dungeon rooms.

Entering the Dungeon
To set up entering the dungeon you will need to place 2 NPCs. The Innkeeper, and the Old Man. The Innkeeper should be the first character the player sees. The Old Man should be near a big open wall so that you have plenty of space to put up the nameplates, classes, and dungeon entrance.

Setting up the Class Menu
The class menu should be placed in easy reach of the player. This part is rather complex so be careful.

First we will set up the class menu
  • Place each of the class options, Knight, Warlord, Ranger, Rogue, Wizard, and Chemist. They are labeled ToT Class (Class Name) in the editor.
  • Then using the Ctrl + B & Ctrl + N function place the selection rings on the corresponding class plate. They are called ToT Class (Class Name) Sel.

If done correctly you will be able to see your class options ingame, and a yellow ring will be around whichever one you have selected.

Secondly, it is time to place the "Enter the Dungeon" buttons
  • This should be fairly straightforward, there are 6 "Enter the Dungeon" buttons, each one appears for a different class. They are called ToT Begin (Class Name).
  • They can be placed wherever you want within reach of the player. I chose to put all 6 on top of each other infront of a door. You do not need to do this however, as you could have say 3 doors and 2 "Enter the Dungeon" buttons per door. Get creative!

Lastly, but far from least is the nameplates
  • While completely unnecessary, they add a very nice effect by randomizing your dungeon name.
  • There are 5 types of objects used for this feature: ToT Name Lead, ToT Name Buffer, ToT Randomize, then the ToT Type (Type name, Dungeon, Prision, Temple, etc) and finally the ToT Theme (Theme name, Silenced, undead, etc).
  • These objects should be read in the form of ToT Name Lead > ToT Type > ToT Name Buffer > ToT Theme. The ToT Randomize is just a dice that changes the name when you interact with it, this can be put really anywhere or left out.
  • All the ToT Type (Type name) objects should be placed on top of each other using the Ctrl + B and Ctrl + N functions in the editor. The ToT Theme (Theme name) objects should be done in the same way.
  • It IS possible to create/replace the nameplates with your own, which I may explain later.

Here is what my finished class menu looks like
Creating the Starter Room
Create the Room
Feel free to use my asset or create your own! Be creative. The Key important features of this room are the 3 pedestals and the doors that allow you to enter the dungeon officially. Typically this room should be a safezone that has no enemies, however that isn't required.

Making the Pedestals
  • The key to this room is the 3 choices of items the player gets in the beginning
  • There are 7 objects required for this, ToT Pedestal #1 Quiver, ToT Pedestal #1 Light Crystal, ToT Pedestal #1 Potion HP, ToT Pedestal #1 Satchel, and ToT Pedestal #1 Mana Crystal. There are numbers on these because in the future I may make rooms you can find with more pedestals while in the dungeon.
  • There is a minimal order one has to use while placing these, infact they could all have their own pedestals or what-not. Just remeber that only 3 every show. Infact, the Quiver, Health Potion, and the satchel always show except when the player chooses the wizard class. In that case they see the Light Crystal, Health Potion, and the Mana Crystal.
  • You can also not have some of the options if you want to limit the player/a certain class. This will not interfere with the mechanic, however it might make it very unbalanced.

Placing the Dungeon Doors
Unless you happen to make your own you will be using the ones I have made, called ToT Door Exit #. You will do this part in EVER dungeon room, so pay attention.
  • First thing to note is that they do not all have to be on top of each other. You can lay the doors out however you like.
  • What matters is that EVERY door is there. As of writing this that means ToT Door Exit #1 through ToT Door Exit #20.
  • I have found it most convient to make a pile of all the doors somewhere out of the accessible map area that you can just box select and copy to whever you need the doors.
  • You can also have multiples of the same doors, this will still work fine, however, YOU MUST HAVE ATLEAST 1 OF EVERY DOOR. Excluding the boss doors and hatches.

Here is what my finished starting room looks like
Creating the Dungeon Rooms
Creating your Dungeon Rooms
Go ham! I'd recommend making your own assets but you very well can use mine too. This is where you can get the most creative, but keep the following in mind.

The current maximum number of rooms is 20
You can ONLY have up to the maximum number of rooms.

Every dungeon room that includes zombies MUST have its own Nav.

As copied from the previous section:
Placing the Dungeon Doors
Unless you happen to make your own you will be using the ones I have made, called ToT Door Exit #. You will do this part in EVER dungeon room, so pay attention.
  • First thing to note is that they do not all have to be on top of each other. You can lay the doors out however you like.
  • What matters is that EVERY door is there. As of writing this that means ToT Door Exit #1 through ToT Door Exit #20.
  • I have found it most convient to make a pile of all the doors somewhere out of the accessible map area that you can just box select and copy to whever you need the doors.
  • You can also have multiples of the same doors, this will still work fine, however, YOU MUST HAVE ATLEAST 1 OF EVERY DOOR. Excluding the boss doors and hatches.

Placing the Loot Chests
  • To add the loot chests is very easy. You do not need them, nor do you need one of every rarity, however I would advise including all 3 in every dungeon room.
  • The 3 chests are called ToT Chest Rare, ToT Chest Epic, and ToT Chest Legendary.
  • They can be placed anywhere in the room, however only up to 1 should ever appear at a time. If you place multiple of the same rarity chests, it will not allow players to open multiple, it will only cause there to be more places the player can open chests. All the chests will disappear when the player opens one, so I would advise against multiple of the same chests.

Placing the Gold Coins
  • The gold coin system works VERY similar to the loot chests. There are 7 coins you can place per level, placing multiple of the same one is pointless and a bad idea, while placing less then the 7 is fine, but will mess with the balance.
  • There are 2 types of coin objects, ToT Coins 10 #(1-4) and the ToT Coins 25 #(1-3)
  • Place 1 of each on your level for the ideal balance.

Placing the Key
  • The key unlocks the fleeing hatches in the boss rooms, therefore it is a good idea to hide the key in the dungeon rooms.
  • You do not need to include the key in every room either, although excluding it from some rooms may result in the player never finding one.
  • The key location randomizes between 5 locations. The object is called ToT Key Flee #1-5. Make sure to include all 5 in the room, otherwise it may not spawn.

Nav Limits
Each room has a zombie spawn amount/limit to help balance the room. This isn't required except in a boss room, however I highly recommend doing it in every room.

Using the Navigation tool, select the Baked Navmesh for your current room and under Max Zombies change it to the max you want to spawn. The room below has a max of 3, but more than 3 zombie spawn places. This way there is randomness, but it can be balanced much easier.

item and Zombie spawns
Feel free to copy the spawns from my Tales of Terror map, for use in your dungeon rooms. Don't go overboard though.

While hard to see, this is what one of my final dungeon rooms looks like
Creating Boss Rooms
Creating your Boss Room
There are 3 types of bosses, so you will want to design your room around that type of zombie boss. You do not need to have all 3 bosses, but you must atleast have 1, and no more than 3. Go wild, just make sure to keep the room a fair fight and limit places where the player can abuse the nav and get the zombie stuck.

Entering the Boss Room
  • To get into the boss room in the first place, you will have to decide what dungeon rooms should have the boss door. Adding a boss door to more rooms makes for a higher chance of encountering the boss after 20 rooms. Due to this I would limit the amount of rooms with boss doors.
  • You do not need to place the boss door covering the other doors, however, if it doesnt cover the doors then the player will be able to choose if they want to fight the boss or not.
  • There are 3 Boss door objects, ToT Door Boss #1-3
  • Each door corresponds to a different boss, Door #1 is a Lightning Mega, Door #2 is a Ground Pounder Mega, and Door #3 is a Fire Mega

Placing the Bosses
  • Once you have baked the navmesh in the room you can place your boss. Make sure the Max Zombie limit on the nav is EXACTLY equal to the amount of zombie spawns in the room, otherwise your boss may not spawn.
  • Make sure the boss type is the same as the door type, otherwise killing boss wont allow you to exit through the completed boss door.

Placing the Boss Exit Door
  • Called ToT Door Boss Win #1-3, these are important for exiting the boss rooms when you win.
  • You can place multiple of the same, but different ones will not be useable.

Fleeing Hatches
  • While optional these are a great way to allow the player to escape if they are under geared, the boss doesnt spawn, or the exit door doesnt work for some reason.
  • There are up to 5 that should be placed, ToT Flee #1-5.
  • Their location will randomize so feel free to hide them all, or put them all on top of each other if you don't want them to change location.
  • Failure to include all 5 will result in the inability to escape, however including more is perfectly fine.

Here is what a finished boss room looks like
Teleporting the Player
The most important part
This is by far one of the most important steps. For this you will need to enter the Devkit Editor.

I WILL NOT BE TEACHING YOU HOW TO USE THE DEVKIT EDITOR

Placing the Spawnpoints
Using the Selection Tool, go to the Type Browser and select Spawnpoint. You will be using a lot of these. Here is a diagram:

You will need to place them in the following locations:
  • The Tavern (Lobby)
  • The Beging dungeon room
  • Every Dungeon Room
  • The Boss Room

Once placed each on requires a special name, that is case sensitive. In the following, when typing them into your spawnpoint as it's name/ID exclude the "" marks.
  • The tavern/Lobby must be called "Tavern"
  • The beginning room is called "RM_Begin"
  • Dungeon rooms start at "RM_1" and go until "RM_20". Make sure to have a spawnpoint for EVERY room.
  • The Lightning Boss Room is called "RMB_0", the Ground Pounder "RMB_1", and the Fire Boss is "RMB_2"

Teleporting
In-game you will not be able to use the /Teleport command to access these spawnpoints, instead in the regular editor you will have to place location nodes. These can be called whatever you want.
Closing Words
Now that you have read it all
You should be able to make an entire new dungeon! Of course it seems simple to me as I made it, but I hope you were able to follow along.

Questions
If you have questions not covered in this quide or relating to how to use the devkit/editor I will be happy to answer! Comment here, on my profle, make a discussion, wherever!

I can not wait to see what you all create! Have a great day!
9 Comments
Real Cashew 4 Dec, 2020 @ 8:15pm 
deviousname, try messing around with difficulty GUIDs (you can change the difficulty levels and enemy types with them), here's a helpful guide .
Lockheed Martin F-22 Raptor🦅 26 Oct, 2019 @ 9:47pm 
AMAZING
Despacito 15 Aug, 2019 @ 2:45pm 
i can't find ids for the whole festive set
Onlytico 28 Dec, 2018 @ 1:10pm 
Can you give me the id of the bosses/zombies? I don't find it!!!
deviousname 9 Jul, 2018 @ 6:33pm 
btw, amazing mod, loving it!!!
deviousname 9 Jul, 2018 @ 6:32pm 
You wrote "Make sure the boss type is the same as the door type, otherwise killing boss wont allow you to exit through the completed boss door."

My question is, how do I set the boss inside the room to the correct type, such as lightning boss? When I am in the map editor under zombie spawns, I have options for loot id and checking the Mega box, but how do I specificly get the correct boss type to spawn in the correct boss room?
KuKqilimoku 17 Dec, 2017 @ 10:35am 
this mus have been alot of effort to this map and i got the excaliber
o well this map is AWESOME
Dark_player2013 8 Dec, 2017 @ 6:01pm 
agreed
WeedWarriorW 21 Nov, 2017 @ 4:45pm 
Holy Molly this is well made