Coliseum Crucible

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The Coliseum Crucible is the home for the engineering gremlins who build and maintain the Clockworks. The Crucible is now seeking new recruits as they create new levels for Lockdown using our editor tool.

How To Participate

  • To participate, you need to opt in and agree to the Coliseum Crucible Terms and Conditions. Go into advanced “Game” settings to accept membership.</li>
  • From the “System menu” (wrench icon) in the lower left corner of the UI, launch the Crucible Editor
  • Create something fun!
  • Test your level yourself. To upload/test your level, select “Coliseum” from the activities menu on the right side of your HUD. Now that you’re a member of crucible there should be a 4th tab, in there you can select “my levels” and upload and test your level.
  • Ask others to test your level by making it public.
  • Submit your level for review. Be aware that once you do this you cannot make changes. Do NOT submit your level for review unless you have thoroughly tested it both in public or private. It should be your final iteration of the level.
  • Help others with their levels by testing or helping them use the editor.


How To Submit A Level

Once you have put your level through rigorous testing with multiple people, submit the level for review. Do not submit any level unless/until you are fully satisfied with it because once submitted, you cannot make changes.

Review for your level will take time, so please be patient. If your level is accepted, it might one day make it into the game. If your level is rejected, that could be for any number of reasons. You will not receive any feedback from the admins, so you'll need to ask community members for help in identifying what caused your submission to be rejected. Some reasons could include: Missing tiles, missing required components like gates or force-fields, using items no longer allowed, misconfiguring items, incomplete overall feel, places where knights can be stuck/lost, etc

Forum Links

  • Editor Tool Tips & Tricks forum is where you can ask for help. Please try to help others and don't be shy to ask for help. The tool is complicated and sometimes difficult to use, but there's a board range of creative things you can do with it.</li>
  • Lockdown Level Testing forum is where you go to ask for testing help or provide feedback to others who are testing levels.
  • Lockdown Editor Feedback and Technical Issues is where you can report issues with the editor or provide feedback. Please be aware that there are issues with the editor and many will not be fixed. Our priority will be issues that cause major issues for players that prevent them from using the editor.
  • Wiki Editors is where you can go to ask for help editing the wiki. The players there have a lot of experience with the wiki and can help you tackle wiki formatting.

Tips and Tricks

Example Levels

From within the editor you should be able to load example levels. These have a lot of useful information on how you should set up a level. Pay special attention to the conversation bubbles that help guide you.

  • From the editor click on file and then examples.

Movement and Keys

  • Camera
    • Orbit camera left click + alt alt on windows, "command" on mac
    • Zoom camera wheel + alt or ctrl middle click + alt
    • Pan camera right click + alt
  • Tiles and Ground allow you to place ground tiles at your current elevation
    • Tiles place individually, ground does a group
    • Hold shift and drag to place a line of tiles

Signals

Different items will talk to other items. They need to be tagged correctly to do the correct actions.

  • Triggers are a one time action that activates something. Items you want activated should be given the triggers own tag.
    • Example config: Trigger/One Time Action
    • Tag: The trigger's own tag
    • "activate" - most triggers will do their thing when you send them the "activate" signal.
    • Spawn Tag: Tag that the spawner is listening on
    • Wave Number is for display purposes only to help you be organized in the scene editor
  • Team Barriers: -1 means no team, 0 is the team on the left side of the map and 1 is the team on the right side of the map.
  • Gates: Gates are doors that can open automatically, or after action taken by a player.
    • Example config: Door/Iron Gate/Trigger 3
    • open: Will open the door.
    • close: Will close the door.
    • toggle: Will toggle the current door position.
    • Tag: The door's own tag.
    • Example: Gates tagged with "basegate" will be sent the "open" signal when the game starts.
  • lead_observer tag: Items with this tag get a “signal” when the lead changes: either “lead:0” if team 0 is leading, “lead:1” if team 1, or “lead:-1” if there’s a tie.
  • Buttons: Buttons need to be tagged and talks to another object to perform the action. For example, a button might itself have the tag "_button1", its action is to send a signal "open" to anything tagged "_door1".
    • Effects can be chained to some extent, so that if you have buttons that open a door when pressed, you can open the door AND make sure that the button is pressed by signalling the button with "1", which will make sure it transitions to state 1 (pressed) and it will effect the action of that state transition, which is to tell the door to open.
    • Example: You push one of the buttons, open the corresponding door, and then do whatever you do in the area. When you're done, there might be another button that signals BOTH the east and west buttons to move to state 1. One of them already has been pressed and does nothing, but the other one will depress and open its door. This is good because leaving an unpressed button behind is distracting, and if players push it and nothing happens that's also confusing.
  • Traps:
    • Example config: Traps and Hazards/Floor/Fire/2x2
    • <all door signals>: All door signals work, with "closed" being the trap is in the hurt-you position.
    • TOGGLE: Another way to toggle. Toggling a trap inverts its cycle.
    • RESET: Reset the trap to the cycle it was originally set-up with.
    • <cycleName>: Set the trap cycle. (Examples: "A", "A2", "B", "B2" are standard cycles, or "UP" and "DOWN" stay in one position.)
    • Cycle: The trap's timing. All traps with the same cycle are totally synched-up. Cycles work together, so A, A2, B, and B2 are a "set".
    • Tag: The trap's own tag.
    • Fun things can be set up with traps by configuring complex cycles on them in the scene editor, but then adding a one-time action on startup. This will signal them all to go to DOWN or UP. Then, when you want to activate them, you can send them all one signal, RESET, to bring out all the complexity that was configured in the scene editor.
  • Switches
    • Example config: Dynamic/Switch/Button/One-Time or Dynamic/Switch/Button/Pressure Plate
    • buttons and switches that have states can be sent an integer to switch to that state. So a button may start in state 0 and you can make it push itself by sending it the signal "1".
    • next will move to the next state.
    • prev will move to the previous state.
    • (On Signal): The signal to send when the switch goes on
    • (On Tag): The tag to which to send the On Signal

Lights

Some lights intended for lockdown can be tagged the same as a control point to light-up in a team color when a control point is taken. So, use tags "CP1", etc.

Lockdown Requirements

Validation

You cannot upload a level for testing until it's valid. Make sure your level is validated by looking towards the top of the HUD on the editor. If it's valid, it will tell you. To find out what's causing it to be invalid, click on the word "invalid" to see the coordinates of the problem areas.

Each level needs to have several items working in order for a Lockdown match to function.

  • Level must be designed for 2 teams.
  • Team force fields are one way force fields to prevent opposing teams from entering the lockeroom area. Use teamId "0" for the left team and teamId "1" for the right.
  • Control point(s). These require an ID so use and should be tagged with "CP1" through "CP6".
  • Starting gates. Gates meant to open at the start should be tagged "basegate"
  • Connector Links. These are the indicators to tell you where the locker room will connect to. You cannot place any tiles beyond this point for a valid level. When you open a new level, two connectors are added for you.
  • Fully enclosed. Your level needs to have no holes knights can fall through or get stuck in.
  • It must have the Lockdown camera and at most 1 music, 1 skybox, 1 fog.
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