workshop_welcome | Welcome to the Official Carrion Workshop Level Creation Tutorial! |
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workshop_topic1 | Topic 1: The Basics |
workshop_topic2 | Topic 2: Tile Editing |
workshop_topic3 | Topic 3: Objects and Scripting |
workshop_topic4 | Topic 4: Styling |
workshop_topic5 | Topic 5: Creating an Overworld |
workshop_topic1_tip1 | Launch UGCToolkit (located in the game’s root directory) to create and manage your custom levels. |
workshop_topic1_tip2 | Create a new project and select <Browse local files>. |
workshop_topic1_tip3 | Open Levels/name_of_your_level.json in Tiled Map Editor to edit the level’s layout. Open Scripts/name_of_your_level.cgs in your favourite code editor to add scripts to your level. |
workshop_topic1_tip4 | If the game is running, you can load your level using the MOD LOADER option in the main menu or by typing ‘load_level name_of_your_level’ in the console. Otherwise launch it via <Play> in UGCToolkit. |
workshop_topic1_tip5 | Launch the console with the tilde key (~) and type ‘set_setting debug_hotkeys_enabled 1’. This will enable additional shortcuts that will come in handy while you’re creating your level. |
workshop_topic1_tip6 | Use F2 and F4 to cycle between the regular <Play> and the free camera <Edit> modes. You can edit the level and its script while it’s running – the game will automatically reload the level each time you save your changes. |
workshop_topic2_tip1 | Open Levels/name_of_your_level.json in Tiled Map Editor to edit the level’s layout. |
workshop_topic2_tip2 | Select tiles from the Tilesets toolbar and place them using the Stamp Brush (B) tool. You can also use the Terrains toolbar to quickly sculpt Collisions and Overlays. |
workshop_topic2_tip3 | To create Collisions, place tiles on the Foreground Layer. Modify the Background Layer to create/remove openings in the background wall. |
workshop_topic2_tip4 | Use Foreground_Details and Background_Details Layers to place decorative Overlays in your level. |
workshop_topic2_tip5 | Ladder tiles can be placed on either the Background or Background_Details Layers. |
workshop_topic2_tip6 | One-way pipes are a type of tiles too! Place them on the Foreground Layer. |
workshop_topic3_tip1 | Open Levels/name_of_your_level.json in Tiled Map Editor to place Objects in your level. |
workshop_topic3_tip2 | Select View _ Object Type Editor. In the Editor’s window, select File _ Choose Object Types File and open Carrion/Content/ObjectTypes/object_types.json to enable color-coding objects in Tiled. |
workshop_topic3_tip3 | Select the Chambers Layer. Grab a system/chamber.json Template from the Templates toolbar and place it in your level to create a new Chamber. |
workshop_topic3_tip4 | Grab any other Object Template from the Templates toolbar and place it in your level within the boundaries of a Chamber. Make sure to select the right Layer for that Object Type! |
workshop_topic3_tip5 | In UGCToolkit, find the Official Workshop Tutorial and click <Browse local files>. Use Tiled to open Levels/workshop.json and analyse the Chambers ahead, and see which Object Type goes on which Layer. |
workshop_topic3_tip6 | Most Objects require a Script Connection to work, e.g. ‘door1_switch -> door1;’. Open Scripts/name_of_your_level.cgs in your favourite code editor to add Scripts to your level. |
workshop_topic3_tip7 | Some Connections may require additional operators, such as (AND()), (OR()) and (NOT()). Check the Properties toolbar in Tiled for Custom Properties that can also affect an Object’s Connection. |
workshop_topic3_tip8 | Browse local files of the Official Workshop Tutorial again – open workshop.cgs in a code editor to analyse this level’s Script and see how to connect different Objects to one another. |
workshop_topic3_tip9 | Tip: With the debug hotkeys enabled, you can use PgUp and PgDn to change the monster’s size at will. |
workshop_topic3_tip10 | Tip: You can pre-equip the monster with some skills by setting their level to 1 in Map _ Map Properties. |
workshop_topic3_tip11 | ---CATEGORY 1: DOORS, SWITCHES AND OPERATORS--- |
workshop_topic3_tip12 | ---CATEGORY 2: ENEMIES AND TRAPS--- |
workshop_topic3_tip13 | ---CATEGORY 3: BIOMASS INTERACTIONS--- |
workshop_topic4_tip1 | Select a Chamber, and check OverrideBgGenerator and OverrideFgGenerator in its Custom Properties. Change the values of BgTexture and FgTexture to set the main theme of the Chamber (e.g. ‘Lab1’). |
workshop_topic4_tip2 | You can also utilise Subchambers to mix in different textures within the same Chamber. Each Subchamber in this area showcases a different texture pack in its default state. |
workshop_topic4_tip3 | Modify the values of AmbientColor and Bg/FgGenHue/Saturation/Value of the parent Chamber to create different themes. Visit the Chambers below to see example variants of the ‘Jungle1’ texture set. |
workshop_topic4_tip4 | Utilise different types and colours of lighting to further enhance the looks of your levels. Note: regular Lights should be placed on the Lights Layer, whereas Lamps belong on the Objects Layer. |
workshop_topic4_tip5 | Decorations and Destructibles are another useful tool at your disposal. Note: some Types of Objects (ropes, chains, vines etc.) are ‘verlets’ - place them on the Verlets Layer. |
workshop_topic4_tip6 | Fog and eternal_fog are extremely flexible and can be used to simulate not only different kinds of fog, but also such phenomena as steam, wind, rain and sun rays. |
workshop_topic4_tip7 | Consider using a Parallax while creating openings (windows, crevices etc.) in the Background. |
workshop_topic4_tip8 | Last but not least – the soundscape. You can place various Sound Emitters on the AmbientSounds Layers, and set different musical themes for each Chamber via their Music and MusicAction Custom Properties. |
workshop_topic5_tip1 | Create a new level and make sure it’s placed in the same folder as the rest of the levels of your mod. Add a Hive to that Overworld level with Level set to ‘name_of_your_level’ and IsOverworldEntry checked. |
workshop_topic5_tip2 | Pair the Hives in your non-overworld level with the right Goal by providing its ID as the value of the Hives’ UnlockedGoalID. Use the same value as EntrancePreference of the Hive you put in your Overworld. |
workshop_topic5_tip3 | Type in the name of your Overworld level in the Goal’s NextLevel Custom Property. Make sure the EntrancePreference value matches the ID of the Hive you added to your Overworld. |
workshop_topic5_tip4 | You can create an area discovery message by providing the text you want it to display as the AreaName Custom Property of a Chamber. |
workshop_topic5_tip5 | The data in the Level Summaries fills in automatically. All you have to do is provide ‘name_of_your_level’ in the LevelName Custom Property and define AreaName, which will be visible on the Summary’s display. |
workshop_topic5_tip6 | To create a Pipe leading to the next level, add a Hive, check IsOverworldGoal, and type in ‘name_of_your_next_level’ in its Level Custom Property. |
workshop_topic6_tip1 | Feel free to open the campaign’s levels in Tiled and analyse their scripts to see how various visual effects and gameplay scenarios were achieved. |
workshop_topic6_tip2 | We used the exact same tools to create all the levels of the main game, so there’s nothing stopping you from creating a full-blown custom campaign of your own! |
workshop_topic6_tip3 | You can also utilise Lua scripts to code human gameplay akin to the flashback sequences from the main game or even add completely new custom assets of your own! |
workshop_topic6_tip4 | Last but not least – thank you for showing interest in the Carrion Workshop! Now keep those mods coming! |