Mapping: Difference between revisions

From DDraceNetwork
fix template
Updated (almost) the entire page to match DDNet 18.8. Needs review, I most definetly missed some things.
 
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<languages/>
{{MigrateTranslation}}
<languages />
 
<translate>
<translate>
<!--T:1-->
<!--T:1-->
The brainstorming session requires the map maker to create a creative and entertaining map entity through extraordinary imagination.
'''Mapping''' is the process of building and creating [https://ddnet.org/releases/ maps], the basis of DDNet's (and other modes') gameplay. Maps can be created by anyone, given they have the will and creativity to do so.


<!--T:2-->
<!--T:2-->
The mapping session requires the map maker to add a nice look to the map, the design process should generally be aesthetically pleasing to the public, and the information represented in each mapping should be clear enough and not ambiguous, while the overall design style should also generally be in line with the game's art style.
Mapping also allows users to add their own design, sound, and aesthetic to maps, and can also be used for entities backgrounds, main menu themes, and more.


<!--T:3-->
<!--T:3-->
The map test session requires the map maker to test the map he or she has made in order to find out any gameplay problems or texture design problems that have not yet been detected in the current map.
DDNet allows players to submit their own race maps on the [https://ddnet.org/discord DDNet Discord], where respective rules and guidelines can also be found.


<!--T:4-->
<!--T:4-->
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From any in-game screen, pressing {{key press|ctrl|shift|E}} will also take you directly to the map editor screen.
From any in-game screen, pressing {{key press|ctrl|shift|E}} will also take you directly to the map editor screen.


== DDNet Map Creation Guidelines== <!--T:6-->
<!--T:28-->
==Overview of the Editor Interface==
{{Todo|Update the interface section with visuals and instructions for the new editor visuals}}


<!--T:7-->
</translate>
If a player eventually wants their map to be published on the DDNet server, then the player must follow the following guidelines to create the map. Before uploading the map to DDNet's Discord server, please make sure that the player has tested the map completely, that the levels of the map run and operate smoothly, and that the design aspects have been fully completed.


===In terms of game experience, we require that:=== <!--T:8-->
[[File:Version 18.8 Editor.png|frameless|604x604px]]


<!--T:9-->
<translate>
That each level should have enough space for the player to operate comfortably.


<!--T:10-->
<!--T:31-->
The overall difficulty of the map should be balanced, without large fluctuations (e.g. no insertion of high star high level maps or even crazy map operations in the middle of a medium level map).
Each labeled button in the editor interface has the following functionalities:


<!--T:11-->
===[1] File=== <!--T:133-->
there should be a way for other players to rescue in levels that are prone to failure
</translate>


<!--T:12-->
[[File:Editor file.png|right|thumb|<translate><!--T:134--> File drop-down menu content</translate>]]
level operations must not be too precise or difficult just for the sake of being difficult


<!--T:13-->
<translate>
shall not make excessive use of special game entities, and at the same time shall not use special entities for fixing map level bugs
<!--T:135-->
Opens a drop-down menu to create, load and save map files.
</translate>


<!--T:14-->
*<translate><!--T:33--> New {{key press|ctrl|N}}: new map file.</translate>
shall not intentionally mislead or confuse the way the level operates
*<translate><!--T:34--> Load {{key press|ctrl|L}}: loads a map file.</translate>
*<translate><!--T:35--> Load Current Map {{key press|ctrl|alt|L}}: loads the current map, given the player is currently in-game or viewing a demo.</translate>
*<translate><!--T:36--> Append {{key press|ctrl|A}}: adds all the design elements from a selected map file to the current map.</translate>
*<translate><!--T:37--> Save {{key press|ctrl|S}}: saves the current map under its current name.</translate>
*<translate><!--T:38--> Save As {{key press|ctrl|shift|S}}: saves the current map under another file name, while continuing to edit the map under that file name.</translate>
*<translate><!--T:39--> Save Copy {{key press|ctrl|shift|alt|S}}: saves the current map under another file name, but continues to edit the map under the original file name. When the map name used when saving a copy duplicates an existing file, the map will continue to be edited with that file name after completing the save.</translate>
*<translate><!--T:41--> Exit {{key press|ctrl|shift|E}}: Exit the editor interface.</translate>
<div style="clear:both;"></div>


<!--T:15-->
<translate>
Levels must not exploit bugs in the game's physics mechanics to achieve this.
===[2] Tools===<
Opens a drop-down menu with various tools.
</translate>


===In terms of visual effects, we require that:=== <!--T:16-->
*<translate> Remove unused envelopes: Removes all unused envelopes from the map that are marked green in the envelopes tab.</translate>
*<translate> Place Border: Adds a two-tile wide border to the current layer, using the texture of the selected layer's No. 2 map.</translate>
*<translate> Goto XY: Immediately focuses the view to a specific coordinate of the map. Clicking this button sets the coordinate in its drop-down menu, and then clicking the Go button focuses the view to that coordinate.</translate>
*<translate> Add tileart: Makes tileart.</translate>


<!--T:17-->
===[3] Settings===
all entities required by the player to pass the level must be clearly represented in the mapping.
Opens a drop-down menu with settings.


<!--T:18-->
{{Todo|List all the settings and explain what they do.}}
the decals or markers for different entities must be easily distinguishable.


<!--T:19-->
===[4] File name=== <!--T:136-->
there must be a clear distinction between foreground and background.


<!--T:20-->
<!--T:42-->
not to turn up the contrast and saturation too high, otherwise it will look uncomfortable.
Displays the name of the map file currently being edited as well as its file save path.


<!--T:21-->
===[5] Editor state info=== <!--T:137-->
If there are signs, hints or warnings in the mapping layer, the "Turn Off Entities" marker must be added to the entity layer.


<!--T:22-->
<!--T:43-->
If you use material from other maps, you need to get permission from the original author of the material before you can use it.
Displays the attributes of the current map editor.
<nowiki></translate></nowiki>


===On other levels, we require:=== <!--T:23-->
*<translate><!--T:44--> X, Y: indicates the current tile position of the map editor where the mouse cursor is located, with (0, 0) being the top left corner.</translate>
*<translate><!--T:45--> Z: indicates the scale value of the current map, which defaults to 200 on first load. </translate>
*<translate><!--T:46--> A: indicates the playback speed of the current map animation, default is 1.</translate>
*<translate><!--T:47--> G: indicates the size of the current map grid lines, default is 1.</translate>
*<translate><!--T:48--> 22:50: local time.</translate>


<!--T:24-->
<translate>
That all players must pass the starting point.
===[6] Help===
Opens this page. {{Key press|F1}}


<!--T:25-->
===[7] Exit=== <!--T:49-->
There should be time checkpoints on each map.


===Additional notes:=== <!--T:26-->
<!--T:138-->
Exit the editor interface. {{key press|ctrl|shift|E}}


<!--T:27-->
<!--T:50-->
On top of the above rules, it is important that the levels are unique and innovative, and that the maps have excellent mapping design. A simple map with good level design and good visuals will have a higher chance of being selected and uploaded to the DDNet server than a map with a wide variety of complex problems.
===[8] Layers/Images/Sounds management===
In this area you can manage different groups of layers including the physics layer.
By clicking on the three buttons, you can add images and sound resources to the map.
Layer management area, here is responsible for managing the map's layer groups and layers, as well as the invocation of the mapping material, picture material, and sound material.
Pressing {{key press|→}} will also switch to the image management interface, or pressing {{key press|←}} will switch to the sound management interface


==Overview of the editor interface== <!--T:28-->
====Layers==== <!--T:142-->
</translate>


</translate>
*<translate><!--T:143--> Layers (left click) {{key press|→}}: Switch to Image management</translate>
[[File:Editor 3.png|800x800px|<translate>
*<translate><!--T:144--> Layers (right click) {{key press|←}}: Switch to Sound management</translate>
<!--T:29--> Map editor within DDNet</translate>]]
*<translate><!--T:145--> Click "Add group" at the bottom to add a new group.</translate>
<translate>
*<translate><!--T:146--> Right-click a group to set the parameters of that group</translate>
*<translate><!--T:147--> Right-click a layer to set the parameters of that layer</translate>


<!--T:31-->
{{todo|Explain right click menu in group and layer with images}}
Next, we will explain the purpose of each button in the editor interface one by one according to the content number on the picture.


<!--T:29-->
*<translate><!--T:180--> You can create and select your own [https://wiki.ddnet.org/wiki/Automapper automapping rules].
=== [1] File ===
</translate>
[[File:Editor file.png|right|thumb|<translate>File drop-down menu content</translate>]]
<translate>
Clicking button opens a drop-down menu to create, load and save map files.
</translate>
</translate>
*<translate><!--T:33--> New {{key press|ctrl|N}}: New map file.</translate>
*<translate><!--T:34--> Read {{key press|ctrl|I}}: reads the map file.</translate>
*<translate><!--T:35--> Load Current Map {{key press|ctrl|alt|I}}: If you enter the editor screen during the game or during playback, clicking this button will load the map used in the current game.</translate>
*<translate><!--T:36--> Append {{key press|ctrl|A}}: adds all the materials in a map file to the current map.</translate>
*<translate><!--T:37--> Save {{key press|ctrl|S}}: saves the current map.</translate>
*<translate><!--T:38--> Save As {{key press|ctrl|shift|S}}: saves the current map under another file name, while continuing to edit the map under that file name.</translate>
*<translate><!--T:39--> Save Copy {{key press|ctrl|shift|alt|S}}: saves the current map under another file name, but continues to edit the map under the original file name. When the map name used when saving a copy duplicates an existing file, the map will continue to be edited with that file name after completing the save.</translate>
*<translate><!--T:41--> Exit {{key press|ctrl|shift|E}}: Exit the editor interface.</translate>
<div style="clear:both;"></div>
<translate>
=== [2] Filename ===


<!--T:42-->
====Images====
This area displays the name of the map file currently being read and its file save path.


=== [3] Editor state info ===
*<translate><!--T:148--> Images (left click) {{key press|→}}: Switch to Sound management</translate>
*<translate><!--T:149--> Images (right click) {{key press|←}}: Switch to Layer management</translate>
*<translate><!--T:84--> Click the Add button to add image clips from the default clip folder to the map file.</translate>
*<translate><!--T:85--> Embedded area means the clips of this series have been embedded in the map file, when downloading the map, this kind of file will be included in the map file volume.</translate>
*<translate><!--T:86--> External area means that the material of this series is located outside the map, it is the default material in the game, when downloading the map, this kind of file will not be counted in the map file volume. When the map needs to call the image material of this area, it will directly call the file with the same name from the player's local default material library.                      </translate>
**<translate><!--T:87--> Regardless of the location of the clip, when the clip file is white or red (selected), it means the clip is being used by the map; when the clip file is blue or purple (selected), it means the clip is not yet used by the map.</translate>
*<translate><!--T:88--> Left-click on a file that has been added to preview the image in the right workspace, and right-click on the file to perform the following actions.                      </translate>
**<translate><!--T:89--> Read: Overwrite the clip by calling a file with the same name directly from the default clip library.</translate>
**<translate><!--T:90--> Replace: select a clip file to overwrite the clip.</translate>
**<translate><!--T:91--> Remove: removes the clip file.</translate>
**<translate><!--T:92--> When right-clicking on a file in the External area, an additional Embed option will appear to move the file into the Embedded area.</translate>


<!--T:43-->
===Sounds===
This area displays the attributes of the current map editor.
</translate>


*<translate><!--T:44--> X, Y: indicates the current position of the map editor where the mouse cursor is located, in grid.</translate>
*<translate><!--T:150--> Sounds (left click) {{key press|→}}: Switch to Layer management</translate>
*<translate><!--T:45--> Z: indicates the scale value of the current map, which defaults to 200 when the map is loaded in the editor. </translate>
*<translate><!--T:151--> Sounds (right click) {{key press|←}}: Switch to Image management</translate>
*<translate><!--T:46--> A: indicates the playback speed of the current map animation, default is 1.</translate>
*<translate><!--T:96--> Click the Add button to add sound clips from the default clip folder to the map file. Currently DDNet game editor only accepts opus format audio files.</translate>
*<translate><!--T:47--> G: indicates the size of the current map grid lines, default is 1.</translate>
*<translate><!--T:98--> Right-click on a file to perform the following actions.                     </translate>
*<translate><!--T:48--> 10:18: local time.</translate>
**<translate><!--T:99--> Read: Overwrite a clip by calling a file with the same name directly from the default clip library.</translate>
**<translate><!--T:100--> Replace: select a clip file to overwrite the clip.</translate>
**<translate><!--T:101--> Remove: Remove the clip file.</translate>


<translate>
<translate>
<!--T:49-->
===[9] Display functions===
=== [4] Exit ===
Changes how the map is displayed.
 
Exit the editor interface. {{key press|ctrl|shift|E}}
 
=== [5] Display functions ===
<!--T:50-->
Display functions changing how the map is displayed.
</translate>
</translate>


*<translate><!--T:51--> HD (Show High Details) {{key press|ctrl|H}}: preview the appearance of the current map in high quality mode.</translate>
*<translate><!--T:51--> HD (Show High Details) {{key press|ctrl|H}}: preview the appearance of the current map in high quality mode.</translate>
*<translate><!--T:52--> Anim (Show animation) {{key press|ctrl|M}}: previews the animation effect set by the current map.</translate>
*<translate><!--T:52--> (Show animation) {{key press|ctrl|M}}: previews the animation effect set by the current map.</translate>
*<translate><!--T:53--> Proof (Show field of view boundary) {{key press|ctrl|P}}: previews the maximum field of view of the player in the default zoom level.</translate>
*<translate><!--T:53--> Proof (Show field of view boundary) {{key press|ctrl|P}}: previews the maximum field of view of the player in the default zoom level.                     </translate>
**<translate>blue circle: indicates the player's actual position</translate>
**<translate><!--T:139--> blue circle: indicates the player's actual position</translate>
**<translate>the red box line and green box line indicate the maximum range that can be observed at different resolutions</translate>
**<translate><!--T:140--> the red box line and green box line indicate the maximum range that can be observed at different resolutions</translate>
**<translate>the white box line indicates the maximum range that can be observed with dynamic view turned on.</translate>
**<translate><!--T:141--> the white box line indicates the maximum range that can be observed with dynamic view turned on.</translate>
*<translate><!--T:55--> Zoom: preview what the player sees in the actual game.</translate>
*<translate><!--T:55--> Zoom: preview what the player sees in the actual game.</translate>
*<translate><!--T:56--> Grid {{key press|ctrl|G}}: turns on grid lines.</translate>
*<translate><!--T:56--> Grid {{key press|ctrl|G}}: turns on grid lines.</translate>
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*<translate><!--T:58--> (Unused) {{key press|ctrl|U}}: allows placement of unused mappings in the map, a feature not commonly used in modern maps anymore.</translate>
*<translate><!--T:58--> (Unused) {{key press|ctrl|U}}: allows placement of unused mappings in the map, a feature not commonly used in modern maps anymore.</translate>
*<translate><!--T:59--> Color: previews the color set by the current brush, after closing the brush will show the original color match, but does not affect the color set by the placed mapping.</translate>
*<translate><!--T:59--> Color: previews the color set by the current brush, after closing the brush will show the original color match, but does not affect the color set by the placed mapping.</translate>
*<translate><!--T:60--> Entitles: select the category of entity layer that needs to be used for the current map. Depending on the game mode applied to the map, the entity layer selected in the editor should also be different.</translate>
*<translate><!--T:60--> Entities: select the category of entity layer that needs to be used for the current map. Depending on the game mode applied to the map, the entity layer selected in the editor should also be different.</translate>
{{Todo|Some settings were changed around, instead of being here they're now in [3] Settings.}}
<translate>
===[10] Context dependent actions=== <!--T:152-->
 
<!--T:102-->
Additional buttons that will change depending on the selected layer.
 
====On all layers==== <!--T:153-->
</translate>
<!--T:103-->
 
When any layer is selected, the following buttons appear:
 
*<translate><!--T:104--> Refocus {{key press|home}}: immediately focuses the view to the upper left corner of the map.</translate>
*<translate><!--T:106--> Destructive mode {{key press|ctrl|D}}: When Destructive mode is enabled, the area the brush passes over will be completely covered and the texture of this area will be replaced; when Destructive mode is disabled, the area the brush passes over will only be filled with the location that is not filled with the texture.</translate>
*<translate><!--T:110--> When Switch layer is selected: '''Switch''' {{Key press|ctrl|T}}: Set the number of the next placed switch layer entity. In the drop-down menu: Number is used to set the number, Delay is used to set the number of additional information, and F (shortcut: {{Key press|ctrl|F}}) is used to automatically set the unused number.</translate>
*<translate><!--T:154--> When Speedup layer is selected: '''Speedup''' {{Key press|ctrl|T}}: Set the parameters for the next placement of the speedup entity. In the drop-down menu, Force is used to set how much speed the belt can provide, Max Speed is used to set the maximum speed you can have at the belt, and Angle is used to set the direction of the belt.</translate>
*<translate><!--T:115--> When the Tele layer is selected: '''Tele''' {{Key press|ctrl|T}}: Sets the number of the next entity to be placed in the transmission area. The drop-down menu: Number is used to set the number, and F (shortcut: {{Key press|ctrl|F}}) is used to automatically set the unused number.</translate>
*<translate><!--T:117--> When Tune layer is selected: '''Tune''' {{Key press|ctrl|T}}: Set the number of the next placed adjustment zone entity. In its drop-down menu, Zone is used to set the number.</translate>
*<translate><!--T:119--> When the Quads layer is selected: '''Add Quad''' {{Key press|ctrl|Q}}: Adds a picture set by the current layer to the workspace. If no picture is set for that layer, a plain white square of 2*2 grid size is added by default.</translate>
*<translate><!--T:121--> When the Sounds layer is selected. '''Add Sound''' {{Key press|ctrl|Q}}: Adds a sound set by the current layer to the workspace.</translate>
 
<translate>
<translate>
=== [6] Zoom ===
<!--T:61-->
<!--T:61-->
Field of view adjustment functionality, descriptions in order from left to right.
===[11] Zoom===
Field of view adjustment functionality.


<!--T:67-->
<!--T:67-->
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</translate>
</translate>
*<translate><!--T:62--> ZO (Zoom out) {{key press|numpad-}}: expands the field of view of the operation area by 50 points of scale value each time.</translate>
 
*<translate><!--T:62--> - (Zoom out) {{key press|numpad-}}: expands the field of view of the operation area by 50 points of scale value each time.                     </translate>
**<translate><!--T:63--> Scrolling the mouse wheel down also expands the field of view by 20 scale points per scroll, expanding the field of view in this way up to a maximum of 2000 scale points.</translate>
**<translate><!--T:63--> Scrolling the mouse wheel down also expands the field of view by 20 scale points per scroll, expanding the field of view in this way up to a maximum of 2000 scale points.</translate>
*<translate><!--T:64--> 1:1 {{key press|numpad*}}: restores the field of view to the default scale value.</translate>
*<translate><!--T:64--> Zoom {{key press|numpad*}}: restores the field of view to the default scale value.</translate>
*<translate><!--T:65--> ZI (zoom in) {{key press|numpad+}}: reduces the field of view of the operation area by 50 points of scale value at a time.</translate>
*<translate><!--T:65--> + (Zoom in) {{key press|numpad+}}: reduces the field of view of the operation area by 50 points of scale value at a time.                     </translate>
**<translate><!--T:66--> Roll the mouse wheel upward to also reduce the field of view by 20 scale points per scroll frame, and reduce the field of view in this way up to 10 scale points.</translate>
**<translate><!--T:66--> Roll the mouse wheel upward to also reduce the field of view by 20 scale points per scroll frame, and reduce the field of view in this way up to 10 scale points.</translate>


<translate>
<translate>
<!--T:68-->
===[12] Undo/Redo===<!--T:68-->
=== [7] Brush functionality ===
Undos or redos your actions. Also check [[Mapping#%5B17%5D History|history]].
Descriptions from left to right:
</translate>
</translate>
*<translate><!--T:69--> X/X (Horizontal flip) {{key press|N}}: flips the contents of the brush horizontally.</translate>
*<translate><!--T:70--> Y/Y (Vertical flip) {{key press|M}}: flips the contents of the brush vertically.</translate>
*<translate><!--T:71--> 90° (Rotation angle): the angle at which the content in the brush is turned each time it is rotated, which can be modified by holding down this button and sliding the mouse left and right, holding down {{key press|shift}} during the modification process for more precise modification.</translate>
**<translate><!--T:72--> You can only choose from 90°, 180° and 270° angles.</translate>
*<translate><!--T:73--> CCW (Counterclockwise rotation) {{key press|R}}: rotates the contents of the brush counterclockwise at an angle.</translate>
*<translate><!--T:74--> CW (Clockwise rotation) {{key press|T}}: rotates the content in the brush clockwise at a certain angle.</translate>
<translate>
<translate>
=== [8] Layer management ===
*← (Undo) {{Key press|ctrl|z}}: Undo last action.
<!--T:75-->
*→ (Redo) {{Key press|ctrl|y}}: Redo last action.
8. Layer management area, here is responsible for managing the map's layer groups and layers, as well as the invocation of the mapping material, picture material, and sound material.


<!--T:76-->
===[13] Brush functionality===
*In the layer management interface.
</translate>


<!--T:77-->
*<translate><!--T:69--> ↔ (Horizontal flip) {{key press|N}}: flips the contents of the brush horizontally.</translate>
**Click the Layer button to switch the editor interface to the image management interface, while the button changes to Images.
*<translate><!--T:70--> ↓ (Vertical flip) {{key press|M}}: flips the contents of the brush vertically.</translate>
*<translate><!--T:73--> ← (Counterclockwise rotation) {{key press|R}}: rotates the contents of the brush counterclockwise at an angle.</translate>
*<translate><!--T:71--> 90° (Rotation angle): the angle at which the content in the brush is turned each time it is rotated, which can be modified by holding down this button and sliding the mouse left and right, holding down {{key press|shift}} during the modification process for more precise modification.        </translate>
**<translate><!--T:72--> When a tile layer is selected, you can only choose from 90°, 180° and 270° angles.</translate>
*<translate><!--T:74--> → (Clockwise rotation) {{key press|T}}: rotates the content in the brush clockwise at a certain angle.</translate>


<!--T:78-->
<translate>
***Pressing {{key press|→}} will also switch to the image management interface, or pressing {{key press|←}} will switch to the sound management interface.
===[14] Color picker===
Temporarily saves colors, which can be accessed later.
</translate>


<!--T:79-->
*<translate> Color pipette {{Key press|ctrl|shift|c|chain=+}}: Picks a color from the screen by clicking on it and saves it to the color picker.</translate>
**Click Add group to add a new layer group.
*<translate> Color picker: Click to edit the color.   </translate>
**<translate> Copy color to clipboard {{Key press|shift|right click|chain=+}}</translate>
**<translate> Paste color from clipboard{{Key press|shift|left click|chain=+}}</translate>


<!--T:80-->
<translate>
**Right-click a layer group to set the parameters of that layer group, and right-click a layer to set the parameters of that layer (to be explained in detail).
===[15] Mapping area=== <!--T:155-->


<!--T:81-->
<!--T:156-->
*In the image management interface.
Workspace, where all the components needed for the map are placed.


<!--T:82-->
<!--T:157-->
**Click the Images button to switch the editor interface to the sound management interface, and the button changes to Sounds.
{{todo|Explain in more detail}}


<!--T:83-->
===[16] Hint area=== <!--T:158-->
***Pressing {{key press|→}} will also switch to the sound management interface, or pressing {{key press|←}} will switch to the layer management interface.


<!--T:84-->
<!--T:159-->
**Click the Add button to add image clips from the default clip folder to the map file.
When the mouse hovers over a button, the hint area will appear with the function of the button and a keyboard shortcut for the button function.


<!--T:85-->
===[17] History===
**Embedded area means the clips of this series have been embedded in the map file, when downloading the map, this kind of file will be included in the map file volume.
Opens a resizable window that displays previous actions. Also check [[Mapping#%5B12%5D Undo/Redo|undo/redo]].
</translate>


<!--T:86-->
*<translate>Editor: Displays changes made in the [[Mapping#%5B15%5D Mapping area|mapping area]].</translate>
**External area means that the material of this series is located outside the map, it is the default material in the game, when downloading the map, this kind of file will not be counted in the map file volume. When the map needs to call the image material of this area, it will directly call the file with the same name from the player's local default material library.
*<translate>Envelope: Displays changes made in the [[Mapping#%5B19%5D Envelopes|envelope]] window.</translate>
*<translate>Settings: Displays changes to the [[Mapping#%5B18%5D Server settings|server settings]].</translate>


<!--T:87-->
<translate>
***Regardless of the location of the clip, when the clip file is white or red (selected), it means the clip is being used by the map; when the clip file is blue or purple (selected), it means the clip is not yet used by the map.
Clicking on an action in the list will undo all actions above it.


<!--T:88-->
===[18] Server settings=== <!--T:160-->
**Left-click on a file that has been added to preview the image in the right workspace, and right-click on the file to perform the following actions.


<!--T:89-->
<!--T:161-->
***Readd: Overwrite the clip by calling a file with the same name directly from the default clip library.
Opens a resizable window that can be used to change server and map behavior.
[[File:Server settings.png|alt=An example command: sv_solo_server 1 # This is a comment!|thumb|381x381px|The resizable window along with examples.]]


<!--T:90-->
<!--T:162-->
***Replace: select a clip file to overwrite the clip.
The text field accepts both [[Settings_and_Commands#Map_Settings|map settings]] and [[Settings and Commands#Tunings|tunings]], which will for example set the map to a solo one, or invert the gravity in an area with a specific tune. Settings and their values will be highlighted the text field and their meanings revealed in the [[Mapping#%5B16%5D Hint area|hint area]]. Current settings will be shown in a list below the text field. Comments can also be added at the end of a command or as a separate line using the # symbol.


<!--T:91-->
===[19] Envelopes=== <!--T:125-->
***Remove: removes the clip file.


<!--T:92-->
<!--T:163-->
****When right-clicking on a file in the External area, an additional Embed option will appear to move the file into the Embedded area.
Envelope animation: this is responsible for setting the animation effect in the map.
 
</translate>
<!--T:93-->
*In the Sound Management screen.
 
<!--T:94-->
**Clicking the Sounds button switches the editor interface to the Layer management interface, and the button changes to Layer.
 
<!--T:95-->
***Pressing {{key press|→}} will also switch to the layer management interface, or pressing {{key press|←}} will switch to the image management interface.
 
<!--T:96-->
**Click the Add button to add sound clips from the default clip folder to the map file.
 
<!--T:97-->
***Currently DDNet game editor only accepts opus format audio files.
 
<!--T:98-->
**Right-click on a file to perform the following actions.
 
<!--T:99-->
***Readd: Overwrite a clip by calling a file with the same name directly from the default clip library.
 
<!--T:100-->
***Replace: select a clip file to overwrite the clip.
 
<!--T:101-->
***Remove: Remove the clip file.
 
<!--T:102-->
9. Additional ribbon, the buttons in this ribbon will change depending on the selected layer.


<!--T:103-->
{{todo|Explain in more detail}}
*When any layer is selected, the following buttons appear.


<!--T:104-->
{{todo|
**Focus (Refocus) {{key press|home}}: immediately focuses the view to the upper left corner of the map.
 
<!--T:105-->
**Goto XY: immediately focuses the view to a specific coordinate of the map. Clicking this button sets the coordinate in its drop-down menu, and then clicking the Go button focuses the view to that coordinate.
 
<!--T:106-->
**Destructive mode {{key press|ctrl|D}}: When Destructive mode is enabled, the area the brush passes over will be completely covered and the texture of this area will be replaced; when Destructive mode is disabled, the area the brush passes over will only be filled with the location that is not filled with the texture.
 
<!--T:107-->
*When Game or Tile layer is selected.
 
<!--T:108-->
**Add Border: Adds a two-frame border to the current layer, using the texture of the selected layer's No. 2 map.
 
<!--T:109-->
*When Switch layer is selected.
 
<!--T:110-->
**Switch setting (Switch) {{Key press|ctrl|A}}: Set the number of the next placed switch layer entity. In the drop-down menu: Number is used to set the number, Delay is used to set the number of additional information, and F (shortcut: {{Key press|ctrl|F}}) is used to automatically set the unused number.
 
<!--T:111-->
*When Speedup layer is selected.
 
<!--T:112-->
**Switch setting (Switch) {{Key press|ctrl|A}}: Set the number of the next placed switch layer entity. In the drop-down menu: Number is used to set the number, Delay is used to set the number of additional information, and F (shortcut: {{Key press|ctrl|F}}) is used to automatically set the unused number.
 
<!--T:113-->
*When Speedup layer is selected.
 
<!--T:114-->
**Speedup (Speedup) {{Key press|ctrl|A}}: Set the parameters for the next placement of the speedup entity. In the drop-down menu, Force is used to set how much speed the belt can provide, Max Speed is used to set the maximum speed you can have at the belt, and Angle is used to set the direction of the belt.
 
<!--T:115-->
*When the Tele layer is selected.
 
<!--T:116-->
**Transmission Area Settings (Tele) {{Key press|ctrl|A}}: Sets the number of the next entity to be placed in the transmission area. The drop-down menu: Number is used to set the number, and F (shortcut: {{Key press|ctrl|F}}) is used to automatically set the unused number.
 
<!--T:117-->
*When Tune layer is selected.
 
<!--T:118-->
**Adjustment Zone Setting (Tune) {{Key press|ctrl|A}}: Set the number of the next placed adjustment zone entity. In its drop-down menu, Zone is used to set the number.
 
<!--T:119-->
*When the Quads layer is selected.
 
<!--T:120-->
**Add Quad {{Key press|ctrl|Q}}: Adds a picture set by the current layer to the workspace. If no picture is set for that layer, a plain white square of 2*2 grid size is added by default.
 
<!--T:121-->
*When the Sounds layer is selected.**Add Sound (Add Sound) {{Key press|ctrl|Q}}: Adds a sound set by the current layer to the workspace.
 
<!--T:122-->
10. workspace, where all the components needed for the map are placed (to be explained in detail).
 
<!--T:123-->
11. hint area, when the mouse hovers over a button, the hint area will appear with the function of the button.
 
<!--T:124-->
12. server settings: here is responsible for adding the server instructions applicable to the current map, usually need special mechanisms of the map will be used (to be explained in detail).
 
<!--T:125-->
13. Envelope animation: this is responsible for setting the animation effect in the map (to be explained in detail).
</translate>
<!--To-do items.
Explain in detail what is marked "to be explained in detail" above.
Explain in detail what is marked "to be explained in detail" above.
Full explanation of the features in the editor.
Full explanation of the features in the editor.
Discuss the similarities and differences between modern maps and traditional and classical maps, or discuss their backstories.
Discuss the similarities and differences between modern maps and traditional and classical maps, or discuss their backstories.
Write a short tutorial on mapping. -->
Write a short tutorial on mapping.}}


<translate>
<translate>


== External Resources == <!--T:131-->
==External Resources== <!--T:131-->
</translate>


* [https://forum.ddnet.org/viewtopic.php?f=35&t=2419 Mapping ABC] by Index <!--T:132-->
*<translate><!--T:164--> [https://forum.ddnet.org/viewtopic.php?f=35&t=2419 Mapping ABC] by Index</translate>
* [https://forum.ddnet.org/viewtopic.php?f=16&t=2420 Link list]  including lots of mapping resources by Index
*<translate><!--T:165--> [https://forum.ddnet.org/viewtopic.php?f=16&t=2420 Link list]  including lots of mapping resources by Index</translate>
* [https://www.youtube.com/watch?v=t0ljtNtiijU DDRaceNetwork - How to Use the Map Editor] by Nick Joy
*<translate><!--T:166--> [https://www.youtube.com/watch?v=t0ljtNtiijU DDRaceNetwork - How to Use the Map Editor] by Nick Joy</translate>
* [https://www.youtube.com/watch?v=UXZnF17TgEQ Teeworlds - How to map a DDRACE map. - Part 1] by Aoe
*<translate><!--T:167--> [https://www.youtube.com/watch?v=UXZnF17TgEQ Teeworlds - How to map a DDRACE map. - Part 1] by Aoe</translate>
* [https://www.youtube.com/watch?v=tKuv4nn3nIo Teeworlds - How to map a DDRACE map. - Part 2] by Aoe
*<translate><!--T:168--> [https://www.youtube.com/watch?v=tKuv4nn3nIo Teeworlds - How to map a DDRACE map. - Part 2] by Aoe</translate>
* [https://www.teeworlds.com/forum/viewtopic.php?id=11094 Maps Envelope Tutorial] by 2gethR
*<translate><!--T:169--> [https://www.teeworlds.com/forum/viewtopic.php?id=11094 Maps Envelope Tutorial] by 2gethR</translate>
* [https://forum.ddnet.org/viewtopic.php?t=2428 Automapper Tutorial] by timakro
*[https://forum.ddnet.org/viewtopic.php?f=9&t=722 Mapper rules] for DDNet map testing process by jao
</translate>

Latest revision as of 22:22, 29 December 2024

Mapping is the process of building and creating maps, the basis of DDNet's (and other modes') gameplay. Maps can be created by anyone, given they have the will and creativity to do so.

Mapping also allows users to add their own design, sound, and aesthetic to maps, and can also be used for entities backgrounds, main menu themes, and more.

DDNet allows players to submit their own race maps on the DDNet Discord, where respective rules and guidelines can also be found.

Players can access the map editor interface by clicking on the editor in the main menu.

From any in-game screen, pressing ctrl+⇧ Shift+E will also take you directly to the map editor screen.

Overview of the Editor Interface

TODO: Update the interface section with visuals and instructions for the new editor visuals



Each labeled button in the editor interface has the following functionalities:

[1] File

File drop-down menu content

Opens a drop-down menu to create, load and save map files.

  • New ctrl+N: new map file.
  • Load ctrl+L: loads a map file.
  • Load Current Map ctrl+alt+L: loads the current map, given the player is currently in-game or viewing a demo.
  • Append ctrl+A: adds all the design elements from a selected map file to the current map.
  • Save ctrl+S: saves the current map under its current name.
  • Save As ctrl+⇧ Shift+S: saves the current map under another file name, while continuing to edit the map under that file name.
  • Save Copy ctrl+⇧ Shift+alt+S: saves the current map under another file name, but continues to edit the map under the original file name. When the map name used when saving a copy duplicates an existing file, the map will continue to be edited with that file name after completing the save.
  • Exit ctrl+⇧ Shift+E: Exit the editor interface.

===[2] Tools===< Opens a drop-down menu with various tools.

  • Remove unused envelopes: Removes all unused envelopes from the map that are marked green in the envelopes tab.
  • Place Border: Adds a two-tile wide border to the current layer, using the texture of the selected layer's No. 2 map.
  • Goto XY: Immediately focuses the view to a specific coordinate of the map. Clicking this button sets the coordinate in its drop-down menu, and then clicking the Go button focuses the view to that coordinate.
  • Add tileart: Makes tileart.

[3] Settings

Opens a drop-down menu with settings.

TODO: List all the settings and explain what they do.

[4] File name

Displays the name of the map file currently being edited as well as its file save path.

[5] Editor state info

Displays the attributes of the current map editor. </translate>

  • X, Y: indicates the current tile position of the map editor where the mouse cursor is located, with (0, 0) being the top left corner.
  • Z: indicates the scale value of the current map, which defaults to 200 on first load.
  • A: indicates the playback speed of the current map animation, default is 1.
  • G: indicates the size of the current map grid lines, default is 1.
  • 22:50: local time.

[6] Help

Opens this page. F1

[7] Exit

Exit the editor interface. ctrl+⇧ Shift+E

[8] Layers/Images/Sounds management

In this area you can manage different groups of layers including the physics layer. By clicking on the three buttons, you can add images and sound resources to the map. Layer management area, here is responsible for managing the map's layer groups and layers, as well as the invocation of the mapping material, picture material, and sound material. Pressing will also switch to the image management interface, or pressing will switch to the sound management interface

Layers

  • Layers (left click) : Switch to Image management
  • Layers (right click) : Switch to Sound management
  • Click "Add group" at the bottom to add a new group.
  • Right-click a group to set the parameters of that group
  • Right-click a layer to set the parameters of that layer
TODO: Explain right click menu in group and layer with images

Images

  • Images (left click) : Switch to Sound management
  • Images (right click) : Switch to Layer management
  • Click the Add button to add image clips from the default clip folder to the map file.
  • Embedded area means the clips of this series have been embedded in the map file, when downloading the map, this kind of file will be included in the map file volume.
  • External area means that the material of this series is located outside the map, it is the default material in the game, when downloading the map, this kind of file will not be counted in the map file volume. When the map needs to call the image material of this area, it will directly call the file with the same name from the player's local default material library.
    • Regardless of the location of the clip, when the clip file is white or red (selected), it means the clip is being used by the map; when the clip file is blue or purple (selected), it means the clip is not yet used by the map.
  • Left-click on a file that has been added to preview the image in the right workspace, and right-click on the file to perform the following actions.
    • Read: Overwrite the clip by calling a file with the same name directly from the default clip library.
    • Replace: select a clip file to overwrite the clip.
    • Remove: removes the clip file.
    • When right-clicking on a file in the External area, an additional Embed option will appear to move the file into the Embedded area.

Sounds

  • Sounds (left click) : Switch to Layer management
  • Sounds (right click) : Switch to Image management
  • Click the Add button to add sound clips from the default clip folder to the map file. Currently DDNet game editor only accepts opus format audio files.
  • Right-click on a file to perform the following actions.
    • Read: Overwrite a clip by calling a file with the same name directly from the default clip library.
    • Replace: select a clip file to overwrite the clip.
    • Remove: Remove the clip file.

[9] Display functions

Changes how the map is displayed.

  • HD (Show High Details) ctrl+H: preview the appearance of the current map in high quality mode.
  • ▶ (Show animation) ctrl+M: previews the animation effect set by the current map.
  • Proof (Show field of view boundary) ctrl+P: previews the maximum field of view of the player in the default zoom level.
    • blue circle: indicates the player's actual position
    • the red box line and green box line indicate the maximum range that can be observed at different resolutions
    • the white box line indicates the maximum range that can be observed with dynamic view turned on.
  • Zoom: preview what the player sees in the actual game.
  • Grid ctrl+G: turns on grid lines.
  • Info ctrl+I: previews the details of the entity or texture, including but not limited to the ID of the entity or texture, the texture animation track, and the texture deformation.
  • (Unused) ctrl+U: allows placement of unused mappings in the map, a feature not commonly used in modern maps anymore.
  • Color: previews the color set by the current brush, after closing the brush will show the original color match, but does not affect the color set by the placed mapping.
  • Entities: select the category of entity layer that needs to be used for the current map. Depending on the game mode applied to the map, the entity layer selected in the editor should also be different.
TODO: Some settings were changed around, instead of being here they're now in [3] Settings.

[10] Context dependent actions

Additional buttons that will change depending on the selected layer.

On all layers

When any layer is selected, the following buttons appear:

  • Refocus home: immediately focuses the view to the upper left corner of the map.
  • Destructive mode ctrl+D: When Destructive mode is enabled, the area the brush passes over will be completely covered and the texture of this area will be replaced; when Destructive mode is disabled, the area the brush passes over will only be filled with the location that is not filled with the texture.
  • When Switch layer is selected: Switch ctrl+T: Set the number of the next placed switch layer entity. In the drop-down menu: Number is used to set the number, Delay is used to set the number of additional information, and F (shortcut: ctrl+F) is used to automatically set the unused number.
  • When Speedup layer is selected: Speedup ctrl+T: Set the parameters for the next placement of the speedup entity. In the drop-down menu, Force is used to set how much speed the belt can provide, Max Speed is used to set the maximum speed you can have at the belt, and Angle is used to set the direction of the belt.
  • When the Tele layer is selected: Tele ctrl+T: Sets the number of the next entity to be placed in the transmission area. The drop-down menu: Number is used to set the number, and F (shortcut: ctrl+F) is used to automatically set the unused number.
  • When Tune layer is selected: Tune ctrl+T: Set the number of the next placed adjustment zone entity. In its drop-down menu, Zone is used to set the number.
  • When the Quads layer is selected: Add Quad ctrl+Q: Adds a picture set by the current layer to the workspace. If no picture is set for that layer, a plain white square of 2*2 grid size is added by default.
  • When the Sounds layer is selected. Add Sound ctrl+Q: Adds a sound set by the current layer to the workspace.

[11] Zoom

Field of view adjustment functionality.

Expanding or scaling the field of view by clicking buttons or pressing shortcut keys has no maximum and minimum scale value, and the scale value can even reach negative values. When the scale value is negative, the map as a whole is upside down.


  • - (Zoom out) numpad-: expands the field of view of the operation area by 50 points of scale value each time.
    • Scrolling the mouse wheel down also expands the field of view by 20 scale points per scroll, expanding the field of view in this way up to a maximum of 2000 scale points.
  • Zoom numpad*: restores the field of view to the default scale value.
  • + (Zoom in) numpad+: reduces the field of view of the operation area by 50 points of scale value at a time.
    • Roll the mouse wheel upward to also reduce the field of view by 20 scale points per scroll frame, and reduce the field of view in this way up to 10 scale points.

[12] Undo/Redo

Undos or redos your actions. Also check history.

  • ← (Undo) ctrl+z: Undo last action.
  • → (Redo) ctrl+y: Redo last action.

[13] Brush functionality

  • ↔ (Horizontal flip) N: flips the contents of the brush horizontally.
  • ↓ (Vertical flip) M: flips the contents of the brush vertically.
  • ← (Counterclockwise rotation) R: rotates the contents of the brush counterclockwise at an angle.
  • 90° (Rotation angle): the angle at which the content in the brush is turned each time it is rotated, which can be modified by holding down this button and sliding the mouse left and right, holding down ⇧ Shift during the modification process for more precise modification.
    • When a tile layer is selected, you can only choose from 90°, 180° and 270° angles.
  • → (Clockwise rotation) T: rotates the content in the brush clockwise at a certain angle.

[14] Color picker

Temporarily saves colors, which can be accessed later.

  • Color pipette ctrl+⇧ Shift+c: Picks a color from the screen by clicking on it and saves it to the color picker.
  • Color picker: Click to edit the color.
    • Copy color to clipboard ⇧ Shift+right click
    • Paste color from clipboard⇧ Shift+left click

[15] Mapping area

Workspace, where all the components needed for the map are placed.

TODO: Explain in more detail

[16] Hint area

When the mouse hovers over a button, the hint area will appear with the function of the button and a keyboard shortcut for the button function.

[17] History

Opens a resizable window that displays previous actions. Also check undo/redo.

Clicking on an action in the list will undo all actions above it.

[18] Server settings

Opens a resizable window that can be used to change server and map behavior.

An example command: sv_solo_server 1 # This is a comment!
The resizable window along with examples.

The text field accepts both map settings and tunings, which will for example set the map to a solo one, or invert the gravity in an area with a specific tune. Settings and their values will be highlighted the text field and their meanings revealed in the hint area. Current settings will be shown in a list below the text field. Comments can also be added at the end of a command or as a separate line using the # symbol.

[19] Envelopes

Envelope animation: this is responsible for setting the animation effect in the map.

TODO: Explain in more detail
TODO:

Explain in detail what is marked "to be explained in detail" above. Full explanation of the features in the editor. Discuss the similarities and differences between modern maps and traditional and classical maps, or discuss their backstories.

Write a short tutorial on mapping.


External Resources