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Creating new levels
This page explains how to make a level that can be played with KeeperFX. A level consist of a Map, a Script and may come bundled with custom content like configuration files, new creatures or special traps.
Making new maps can be done with the Unearth map editor.
Each level needs a script to function. A very basic script can be generated from 'Unearth', but to make a fun map you need to write your own script.
Find it on the Script Command page.
Maps can be bundled with translation files, custom configuration files and sprites. These files need to be bundled in the same folder with the other map files and starting with the map number. This means if you have a level with number 707, where you have map00707.txt
for your script file, you could have:
- Language files named
map00707.eng.dat
for English ormap00707.dut.dat
for Dutch. - Config files like
map00707.objects.cfg
ormap00707.effects.toml
. - Unit config files like
map00707.bile_demon.cfg
andmap00707.evil_pony.cfg
- A zip file called
map00707.zip
holding custom sprites and custom icons needed by map specific content.
Thoroughly test your map. Check keeperfx.log for any script errors. Play test to make sure all your scripts work. Play test to make sure the map is fun. Consider people do not know what you do and might dig in other directions and accomplish goals in a different order from what you'd expect.
Consider having somebody else play test your map too after you are fully convinced that the map completely works and is fun but before you consider sharing your map with a wider public.
Zip up your map and upload it to the workshop. Make sure the players only need to extract it to their keeperfx directory and do not need to edit files, select folders or put stuff together before they can play.