Uncraft World

Uncraft World

Not enough ratings
Level Editor Guide
By Team Shuriken
This guide contains every information necessary to create great levels within Uncraft World's Level Editor.
   
Award
Favorite
Favorited
Unfavorite
Managing Level Files
There are 3 ways to load a new map in the editor. It is important to understand the distinctions between them to use the editor correctly.

Create New Level
Choose this option if you want to create a new level from scratch. You will be able to select the size of the level, measured in cubes.

The default and recommended size is 150x200. This is the size that is used in all older maps from Uncraft Me and Uncraft Me 2.

The recommended size for the girl image is 1536x2048. It is important for the ratio of the girl image to be the same as the level size. For instance, 150x200 is a 3:4 ratio and 1536x2048 is also 3:4.

You can also select weather you want your level to have an ice wall that players will be able to break as they collect checkpoints. We recommend having an ice wall for large levels with checkpoints and not having an ice wall when the level doesn't use checkpoints.

Load Level
This will allow you to load an offline map you've created yourself or a map that was shipped with the game.

Load Workshop Level
This allows you to load any level you've subscribed to on the workshop page, weather you are the original creator or not.

If you publish a level on workshop, you should ALWAYS subscribe to it and load it from here. This is the only way you will be able to submit an update to your level.


Save Level
This will save your level so you can resume working on it later. This button only saves locally. If you are editing a workshop level, your saved changed will be applied to a local copy of the workshop level. When you re-open this level from the Load Workshop Level button, your local copy will be loaded instead of the workshop version

Publish (Level)
The Publish Level button allows you to create a workshop item for your level. If you are already editing a Workshop Level, then you will also have the option to publish an update for it.

NB : As of now, publishing of girl images, Model Packs, Pen Packs and Texture Packs is not supported. They MAY be implemented later.


Editing Cubes
The editor offers various tools to place cubes in a level. This section goes over the different tools available.

Controls
Left Click : Apply cubes
Right Click : Remove cubes
Mouse Wheel : Change target Z
NOTE : Any cube on Z = 5 will interact with the hero. You can see the current X,Y and Z of your mouse position at the bottom right area of the screen.

Other shortcuts (to improve efficiency)
NumPad +/- : Zoom In/Zoom out
P : Pen Mode
M : Model Model
D : Draw Mode
O : Object Mode
Z : Special Zone

C or NumPad3 : Create new Pen/Model

9 : ALL
8 : Top tex
4 : Left tex
5 : Front tex
6 : Right tex
2 : Bottom tex

T or NumPad7 : Toggle Texture picker

S or NumPad1 : Select Pen/Model

CTRL-S : Save
CTRL-SHIFT-S : Save As...

CTRL-Z : Undo
CTRL-Y : Redo

F4 : Editor Mode
F5 : Play Mode

Pen Mode
Pen Mode allows you to select a Pen + 5 textures (one per cube face, excluding back face). Left clicking will create cubes with the selected textures at the current mouse position. Right clicking will remove all cubes that intersect with the current Pen.

By clicking the Image under the text "Pen", you will be able to select from a wide array of Pens. Default Pens include a single cube, 2x2 cube, 3x3 cube, lines of various lengths, circles and much more.

The Transforms area allows you to temporarily modify the current Pen for common tasks such as symetry and rotations along all 3 axis.

If you'd like a Pen that isn't available as part of the default Pens, you can activate the Create New button. This will allow you to extract the cube shape from a box in the current level. You will be prompted to click 3 areas : 2 opposite corners of the box + the origin. The origin is simply the part of the structure that will be linked to the curent mouse position when using the pen. Any cube within the 2 corners will be extracted and you will be prompted to enter a Category and a Name for your Pen. There is a special category named "Temporary". Setting your Pen to this category means that your Pen will NOT be saved and will only live until the editor is closed.

Model Mode
Model mode is almost the same as Pen Mode. The only difference is that Model mode doesn't let you select the textures. Instead, it will use the same textures that were extracted when the Model was created. This is a lot more convenient when a particular structure that you wish to copy uses different textures. For example, a tree will have a brown trunk and green leaves.

Within Model Mode, the 2 most important categories of defaut Models are Background Design and Gameplay Design.

Typically, models in Background Design should be placed in the background to decorate your levels.

Gameplay Design models are made to be applied on Z=5 to create areas that the hero will interact with. Note that any cube on Z=5 is considered for gameplay, so using Gameplay Design models is just a tool like any other and not mandatory.

When designing levels, you should not hesitate to create your own models and pens to make your level more unique and make your design work faster by copying interesting creations.

Draw Mode
Draw mode only allows you to select 5 textures for each face. Then, by left clicking on an existing cube in the Level, you will be changing the cube face that your mouse is targeting by the one you have selected.

A good use for draw mode is when you already have your cubes set up correctly but want to individually change a few textures.

Another good example is if you build a nice cave structure with a single texture, you can then select a few other similar textures and mix up the textures of your cave to make it look more organic.


Editing Gameplay Elements
Any cubes on Z = 5 will interact with the Hero. However, there are a lot of other gameplay elements that can be placed and configured. Most of those gameplay elements can be found under the Object section of the editor, while a few other elements can be found under Special Zone.

NB : In the current version, the only way to set the Hero start position is by manually typing the coordinates in the Properties button. This may change in the future.

Objects : General concept
An object is an interactive element that can be placed on the level and that has a predermined behavior.

Under the Add New section, you can choose which Object type to want to Add. After pressing Create, left clicking will allow you to place the object. Then, over the Add New section, all parameters for the currently selected object will be displayed and modifable.

Objects : Controls
Left click : Place a new object if in Create mode, otherwise can be used to select the bounding box of an existing object.
Drag and Drop : You can drag and drop an object to change it's position.
Backspace/Delete : Removes the selected object from the level.

Object : Checkpoint
This object allows you to place a checkpoint for the level.

The field named "# :" needs to be set for all checkpoints of the level by a number between 0 and 5. Within a single level, the checkpoint with the highest # will be considered the final checkpoint and reaching it will trigger level completion.

You will also need to select one of 4 directions for the checkpoint. This direction indicates which direction the player needs to go when respawning from the checkpoint. When a checkpoint is reached, the flag is removed from the checkpoint and replaced with an arrow sign pointing the desired direction. This is particularly important because in cooperative multiplayer, it is possible that a player will respawn from a checkpoint that another player reached and would have no idea which direction to go without the arrow.

Set Target action will allow you to decide exactly where the missile will hit the ice wall. A guide line will also be visible to visualize the missile trajectory. You should try to avoid the missile trajectory intersecting with the background cubes.

Set Breakable Area will allow you to decide which ice cubes will be broken to reveal the background image once the checkpoint is reached. Left click to place destroyable zones and right click to remove destroyable zones.

Gas Refill
When the Hero touches the Gas Refill, all his gas will be replenished. The Gas Refill will respawn when the Hero touches the ground.

This object has no extra parameters.

Gravity Change
***Under development***
When touched, gravity will turn 90 degrees in the selected direction. This object will be modified later in the Beta to have a different look and it's respawnability may be removed. Definitely one of the most promising gameplay elements available but unfortunately not finished yet.

Hero Unlock
***DO NOT USE*** Not yet implemented correctly except for beta testers. Later on, will allow to unlock different hero skins. I don't know if user maps will have this capability in the final version.

Lava Ball
Lava ball needsd to be placed over a Lava cube on Z = 5. It will sit in the lava cube and jump up to it's Editor position every few seconds.

The Radian Offset parameter allows to enter an offset to a particular lava ball. This can be used to create a row of lava balls that won't trigger exactly at the same time. There is an internal timer for lava balls that goes from 0 to infinity and triggers a jump at every 2PI interval.

Missile
Missiles stay stationary and will start to follow the Hero once activated. Once destroyed, this missile will not respawn until the Hero is dead.

The direction parameters allows you to select on which side the missile should be docked to a wall, thus facing the opposite direction. While the game will not force you to dock the missile to a wall, you should still do it to avoid confusing the player.

Choosing fast missile will make the missile extra fast !

Missile Launcher
Same as Missile, but when the missile is destroyed, a new missile will be placed in the launcher.

Also, the missile launcher can rotate almost 180 degrees and will do so to target the hero. Therefore, it's activation range is an arc compared to the missile's line activation range.

Rotating Saw
A rotating saw will kill the Hero on contact. You can set it's Radius property to decide how big the Saw will be.

NB : When placing a saw, you should always place cubes atleast over it's center and dock those cubes to the level design. Flying rotating saws are ugly while a correctly docked saw will look good. For examples of docking structures, see the Gameplay Design Models SawHolder001 through SawHolder006.

Timed Lasers
Timed lasers are blocking walls of lasers that will activate after a predetermined amount of time and never go away. You can you them to create a short Level section that you are forced to navigate under a time limit.

The orientation parameter allows you to make the blocking wall horizontal or vertical.

The timing parameter is the amount of seconds after which the hero crosses the first laser that will activate this particular laser. This parameter accepts decimals.

The Group # can be used when you want more than one laser section in a level. When a player crosses a Group #0 laser, only group #0 lasers timer will start and activate, while other group numbers will stay deactivated.

Wind Fan
A wind fan is an horizontal rotating saw that can kill the Hero on contact, but will also emit wind that will push the Hero.

Direction indicates the wind direction. Reach length indicates the length of the area that will be affected by wind.

NB : When placing a Wind Fan, you MUST encastrate it properly. It's bottom has no geometry and will appear glitched otherwise. For examples of proper encastration, see Gameplay Design Models WindFanHolder001 through WindFanHolder007



Special Zones
Special Zones are area that are affected by special triggers.

Use left click to register coordinates for a special zone or right click to unregister.

Special Zone : Danger Zone
On Z=9, blue cubes will be visible. When a player enters a danger zone cube, he will be forced to move out of there quickly to avoid being squashed. This can be used to create areas where a Hero is forced to be in perpetual movement.

Special Zone : Infinite Gas Zone
In infinite gas zone, the Hero gas meter will slowly refill until it reaches it's maximum. Can be used to create a path that can be flewn indefinitely without gas restriction.









2 Comments
󠀡󠀡 󠀡󠀡 󠀡󠀡󠀡 18 Jul, 2017 @ 5:48pm 
video bitte .... LGS wie ist der editor? leicht oder schwer zu bedienen? is das ingame edior oder ein seperates pogramm? lg ritalia
LAlexanderZockt 27 Sep, 2015 @ 3:24am 
-.- das hilft nicht wirklich wenn man sein spiel behalten will