Step 2 - The Basics
Step 2.1: Creating a floor
First we want to create a platform to stand on. Click and drag to create a shape. Resize the the shape to look like a platform by using the different axis windows:
As long as your shape is marked red like in the screenshot it is still selected. This means you can only edit this shape at the moment. To deselect it you have to press the ESC-key. To reslect it again (because you want to resize it, move it, or texture it) you have to move your mouse over it and press both the SHIFT-key and the left mouse button at the same time. To delete a shape select it and press the BACKSPACE-key.
Tip: To move around in the preview window (the top-left window) right-click into it and then move around by scrolling the mouse-wheel and moving the mouse. To move around in the other three windows hold right-click in them and move around the mouse. Scroll your mouse-wheel to zoom in or out.
Step 2.2: Creating a player spawn point
Now we need a to establish the place where the players spawn at. Deselect the floor shape that we've just created (ESC-key) first. Then right-click somewhere on the floor, select info and then info_player_start.
A red box which is the size of a Warsow character will appear. In case the red box is inside of the floor, drag it on top of the floor with click-and-drag. It should look like this:
You can use the red player box as a reference for the size of the other shapes now. You might realize that your floor is way too big or way too small at this point. If this is the case select your floor (hold the SHIFT-key and left-click it) and resize it properly. Afterwards remember to deselect it again by pressing the ESC-key.
Step 2.3: Creating a room around the player
The map always has to be closed up. If it isn't closed up you will get an error message when you compile it. There are two options on how to close up the map: Build the map out of small rooms or create a big skybox around the map if you want a more open map. For now we will focus on the first option.
Add walls and a roof to the floor like this:
Remember to not leave any gap that leads outside of this box. It has to be fully closed up to not result in an error while compiling it later.
Step 2.4: Texture stuff
So far nothing is textured. To put a texture on a shape select it and press the T-key. This will open up the texture menu. On the left of the texture menu is a list of folders full of textures. For now we will only use these default textures. Go through the folders and select a texture that you like.
Do this also for the roof and the walls.
Step 2.5: Creating ramps (Clipper tool)
So far we just have a simple box inside of which a player spawns. Ramps are a key element of most race maps. To create a ramp we have to modify a normal shape with the clipper tool. Create a box inside of the room and then select the clipper tool by pressing the X-key or select it at the top to the right of the resize tool.
With the clipper tool equiped cut off half of the ramp by making two clicks on the shape like this:
Now press the SHIFT-key and the ENTER-key at the same time to make the cut along that line. You will be left with a shape that is cut into two pieces. Deselect them and then only select the top half of the ramp and delete that part by pressing the BACKSPACE-key. Then select the shape of the ramp that you've created and put a texture on it. You should be left with something that looks similar to this:
To go back from the clipper tool to the resize tool (which you use to draw shapes, move them and resize them) press the Q-key or select it at the top to the left of the clipper tool.
Tip: Hover over the symbols at the top with your mouse to read their names and see which key shortcuts they have.
Step 2.6: Create lighting
If we would open the map right now in-game it would be completely black. That's because we don't have any lighting yet. There are two ways to create lighting: Create lamps or enter some options to bright up the full map without adding any lamps. We will focus on the first option right now.
To create a lamp right-click into the room and select light.
Enter a value of 300 for the light for now. A lower value will make the light less intense, a higher value will make the light more intense. Move the light somewhere in the middle of the room near the player start and create a few more lights along the map so everything in the room is lit up:
Step 2.7: Create a start, checkpoints and the end
A race map needs a starting line, checkpoints and an ending line. These are done with triggers. First we create a start-trigger. Drag a normal shape after the player spawn like this:
While that shape is selected press the T-key to open the texture menu, select the commons folder on the left, and select trigger as a texture. While that shape is still selected right-click it, select trigger and then trigger_multiple:
Now deselect that shape by pressing the ESC-key. Right-click somewhere close to it, select target and then target_startTimer:
A small red box should appear. Deselect that small red box by pressing the ESC-key. Now hold the SHIFT-key and first select the shape with the trigger texture that we just created, keep the SHIFT-key held, and click a second time on the small red box that we just made appear. Both the shape with the trigger texture and the small red box should be selected now. The order of selecting both is important here. While both are selected go to Entity in the top menu and select Connect:
A very thin grey line should appear that connects the shape with the trigger texture and the small red box. If the thin line is red on the other hand you made a mistake and need to re-do this part. This is what it should look like:
Checkpoints and the finish line both work by the exact same logic. Follow the same steps, but instead of choosing target > target_startTimer you choose target > target_stopTimer for the finish line or target > target_checkpoint to create one or multiple checkpoints wherever you want them. Do this before moving to the next lesson.
Next Lesson: Step 3 - Saving & Compiling
First we want to create a platform to stand on. Click and drag to create a shape. Resize the the shape to look like a platform by using the different axis windows:
As long as your shape is marked red like in the screenshot it is still selected. This means you can only edit this shape at the moment. To deselect it you have to press the ESC-key. To reslect it again (because you want to resize it, move it, or texture it) you have to move your mouse over it and press both the SHIFT-key and the left mouse button at the same time. To delete a shape select it and press the BACKSPACE-key.
Tip: To move around in the preview window (the top-left window) right-click into it and then move around by scrolling the mouse-wheel and moving the mouse. To move around in the other three windows hold right-click in them and move around the mouse. Scroll your mouse-wheel to zoom in or out.
Step 2.2: Creating a player spawn point
Now we need a to establish the place where the players spawn at. Deselect the floor shape that we've just created (ESC-key) first. Then right-click somewhere on the floor, select info and then info_player_start.
A red box which is the size of a Warsow character will appear. In case the red box is inside of the floor, drag it on top of the floor with click-and-drag. It should look like this:
You can use the red player box as a reference for the size of the other shapes now. You might realize that your floor is way too big or way too small at this point. If this is the case select your floor (hold the SHIFT-key and left-click it) and resize it properly. Afterwards remember to deselect it again by pressing the ESC-key.
Step 2.3: Creating a room around the player
The map always has to be closed up. If it isn't closed up you will get an error message when you compile it. There are two options on how to close up the map: Build the map out of small rooms or create a big skybox around the map if you want a more open map. For now we will focus on the first option.
Add walls and a roof to the floor like this:
Remember to not leave any gap that leads outside of this box. It has to be fully closed up to not result in an error while compiling it later.
Step 2.4: Texture stuff
So far nothing is textured. To put a texture on a shape select it and press the T-key. This will open up the texture menu. On the left of the texture menu is a list of folders full of textures. For now we will only use these default textures. Go through the folders and select a texture that you like.
Do this also for the roof and the walls.
Step 2.5: Creating ramps (Clipper tool)
So far we just have a simple box inside of which a player spawns. Ramps are a key element of most race maps. To create a ramp we have to modify a normal shape with the clipper tool. Create a box inside of the room and then select the clipper tool by pressing the X-key or select it at the top to the right of the resize tool.
With the clipper tool equiped cut off half of the ramp by making two clicks on the shape like this:
Now press the SHIFT-key and the ENTER-key at the same time to make the cut along that line. You will be left with a shape that is cut into two pieces. Deselect them and then only select the top half of the ramp and delete that part by pressing the BACKSPACE-key. Then select the shape of the ramp that you've created and put a texture on it. You should be left with something that looks similar to this:
To go back from the clipper tool to the resize tool (which you use to draw shapes, move them and resize them) press the Q-key or select it at the top to the left of the clipper tool.
Tip: Hover over the symbols at the top with your mouse to read their names and see which key shortcuts they have.
Step 2.6: Create lighting
If we would open the map right now in-game it would be completely black. That's because we don't have any lighting yet. There are two ways to create lighting: Create lamps or enter some options to bright up the full map without adding any lamps. We will focus on the first option right now.
To create a lamp right-click into the room and select light.
Enter a value of 300 for the light for now. A lower value will make the light less intense, a higher value will make the light more intense. Move the light somewhere in the middle of the room near the player start and create a few more lights along the map so everything in the room is lit up:
Step 2.7: Create a start, checkpoints and the end
A race map needs a starting line, checkpoints and an ending line. These are done with triggers. First we create a start-trigger. Drag a normal shape after the player spawn like this:
While that shape is selected press the T-key to open the texture menu, select the commons folder on the left, and select trigger as a texture. While that shape is still selected right-click it, select trigger and then trigger_multiple:
Now deselect that shape by pressing the ESC-key. Right-click somewhere close to it, select target and then target_startTimer:
A small red box should appear. Deselect that small red box by pressing the ESC-key. Now hold the SHIFT-key and first select the shape with the trigger texture that we just created, keep the SHIFT-key held, and click a second time on the small red box that we just made appear. Both the shape with the trigger texture and the small red box should be selected now. The order of selecting both is important here. While both are selected go to Entity in the top menu and select Connect:
A very thin grey line should appear that connects the shape with the trigger texture and the small red box. If the thin line is red on the other hand you made a mistake and need to re-do this part. This is what it should look like:
Checkpoints and the finish line both work by the exact same logic. Follow the same steps, but instead of choosing target > target_startTimer you choose target > target_stopTimer for the finish line or target > target_checkpoint to create one or multiple checkpoints wherever you want them. Do this before moving to the next lesson.
Next Lesson: Step 3 - Saving & Compiling















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