Red Pixel III


  1. Starting Up
  2. Map Editing Basics
  3. Miscellaneous Functions
  4. Map Editing Modes
  5. Finally

Starting Up

The map editor is built directly into the game. To start the map editor, create a new server and type /edit at a prompt. Use /noedit to return to the game.

To start on a blank canvas, just set the next map to an unused map with the /map command.

To save your map, use the /save command. You do not need to send maps to clients as they will be sent to them when they enter the game.

Map Editing Basics

Once the editor has been started, you can still move your character around with the navigation keys.

The number keys now select the editing mode.

Key Editing Mode Notes
1 Tile mode
2 Container mode Includes barrels and crates.
3 Gizmo mode Includes ladders and springs.
4 Pickup mode Includes weapons, ammo and powerups.
5 Start location mode
0 Lighting mode
Equals Region mode

The palette is located in the top-right corner of the screen. Use the mouse wheel to change the selection.

Left clicking will create or move an object, while right clicking deletes it. Shift-left clicking will selected the clicked object's class.

Note that there is no need to resize maps; just place down the tiles and the map will be resized when necessary.

Miscellaneous Functions

Middle mouse button Teleport player to mouse location.
Spacebar Toggle lighting.
Page Up/Down Zoom camera in/out.
Home Restore original camera zoom.
Square Brackets Change object alignment (snapping) method.

The map editor supports two snapping methods: tile and grid. Tile snapping stops objects from being embedded in the tiles. Grid snapping aligns objects to a 64 x 64 grid.

Tile Mode

In tile editing mode, you may have noticed the cyan box marking which tile you are editing. This brush can be resized by pressing shift + mouse wheel.

The editor does not automatically 'round off' corners yet, so large brush sizes are only useful for completely full and completely empty tiles.

Lighting Mode

Firstly, please restrain your desire to cover the map with environmental lights; keep it to a maximum of one or two lights per screen. Some people have limited lights available and two are taken by the player, and others may be taken by on screen enemies.

Drag the dashed white circle around a light to adjust it's radius.

Hovering your mouse over a light will reveal a small colour palette. Hold control and left click the mouse to change the colour of the light. The angle between light and cursor determines the hue, while the distance determines the saturation.

Hold shift and left click to adjust how rapidly the light dies off.

Region Mode

Regions mark "simply connected" areas of the map, to provide some additional help for robots. If two points, A and B, lay in the same region, one should be able to walk from A to B and vice-versa, ie. without resorting to jumping, climbing ladders, etc.

This data should be automatically generated, at least to a certain extent, but due to laziness, that has not yet been implemented. This editing mode is also extremely dodgy.


Thanks for reading! If you make a map, please email me so I can upload it.