Level design

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Level design is one of the most important aspects of modding SRB2. This article lists all tutorials and references you need to learn how to create your own custom levels.

Contents

Getting started

Before you start, you need to decide on a map editor. There are multiple level editors available for editing SRB2, but due to its SRB2-specific features, it is suggested to start with SRB2 Doom Builder.

  • Level header - This article explains how to make level headers, which are used to give your map a name, music, sky and other details that cannot be set in the level editor itself.
  • Level Design 101 - After getting familiar with the level editor, you need to learn how to make your map fun to play. This article is a guide on how to build good maps, and covers many basic editing guidelines, such as object placement, appropriate level size, visuals, and other very important information.

Advanced techniques

The following are tutorials to make more complicated parts of SRB2 stages. Make sure you have a basic grasp of level editing before reading these, as they assume you already know how to make a stage and just want to add more complicated features to your stage.

Proper usage of these techniques are essential to make interesting stages with a variety of gimmicks.

  • Egg Capsule tutorial - How to make an Egg Capsule appear after a boss is defeated in your stage. This is generally a better way to conclude a boss battle than simply ending when the boss is defeated.
  • Joining and merging sectors - How to optimize your map and improve framerate by lowering the number of sectors in your stage without actually removing any details.
  • Linedef executor tutorial - How to use linedef executors, a sort of in-map scripting system that allows you to make interactive stages with parts that move or interact with the player or objects, such as buttons and traps. This is a crucial part of knowing how to make complex level gimmicks.
  • Metal Sonic race tutorial - How to set up a Metal Sonic Race.
  • Moving platforms tutorial - How to make platforms that move up and down on their own or rise or sink when the player steps on them.
  • Multi-property FOF - How to make a floor over floor with different textures, effects and flags on each side.
  • NiGHTS tutorial - How to make your own NiGHTS stage.
  • Pegging - How to peg textures using the Lower Unpegged and Upper Unpegged flags. This allows you to make grass edgings to your platforms and other visual effects. This is essential to help the player see the edge of platforms in some stages.
  • PolyObject tutorial - How to create PolyObjects, which are like FOFs that can move horizontally and rotate, but cannot render the top or bottom.
  • Pusher tutorial - How to make wind, water currents, and other pushing and pulling effects.
  • Reverse gravity tutorial - How to use reverse gravity.
  • Rope hang tutorial - How to use hangable ropes, like the rope pulley gimmick seen in ACZ1.
  • Scroller tutorial - How to make scrollers that scroll walls and planes as well as carry players with them, like conveyor belts.
  • Sector-based spike tutorial - How to make sector-based spikes, which can be used to make retractable spikes and spiked crushers.
  • Stacking multiple FOFs - How to put multiple FOFs on top of each other. This can also be used for any other situations where multiple effects are involved in the same sector.
  • Timed linedef executor - How to set up linedef executors to trigger with a time delay, for periodic or delayed effects. For extremely complex linedef executor gimmicks, adding a time delay is often crucial.
  • Water design - How to use water, and other effects that use the water code, such as slime and lava. This also explains how to use colormaps to make the liquid tinted a color.
  • Zoom tube tutorial - How to set up zoom tubes, like in ERZ, that have the player dash through a small tube.

Additional resources

While these tutorials are not directly related to mapping, they show how to add various resources to WAD files that you might want to combine with levels or level packs.

References

These reference articles list specific information that you might need during level design.

  • Flats and textures - Lists all flats and textures, categorized in themes.
  • Glossary - This is a listing of the more technical terms that most people use when describing editing (including level design) in SRB2 and their definitions.
  • Map - Explains the technical structure of a map.
  • Thing types - Lists all the thing types and describes their usage.
  • Linedef types - Lists all the linedef types and describes their usage.
  • Sector types - Lists all the sector types and describes their usage.
  • Reserved tags - Lists all reserved sector tags that have special hardcoded properties.
  • MusicSlots - Lists all tunes.
  • List of skies - Lists all skies.
  • List of sounds - Lists all sound effects.
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