The Gorescript Level Editor allows you to create custom levels for Gorescript. You can:
Here's a listing of the primary mouse and keyboard controls for the editor.
The level editor might seem a bit scary at first, so we prepared some videos showing you how to build a simple Gorescript level. Since there's never enough E1M1 tribute levels out there, here's our take on the subject.
In this part we go over installing the level editor from Steam and making your first room.
Levels in Gorescript are 2.5D, meaning you can never have one room over another one. Similarly, you can't build actual bridges (the type where you can walk above and below them). Think of a level as a blueprint for one single floor of a house.
The usual steps for building a room are:
A few gotchas:
In case you were wondering, the "Gorescript green" is "rbg(192, 250, 192)".
After you have at least one room set up, click the "Save" button in the menu. Then click the "Play map" button to run it.
The custom levels you create via the level editor are saved in the "Gorescript/assets/custom-maps" folder, with a new folder created for each custom level.
For any level the resulting folder structure is (using the "e1m1_tribute" level as an example):
In this video we go over a few more advanced topics:
In this video we go over weapons, monsters and powerups which are all added via the Entity layer menu. For a more thorough listing, see the Entity part of the Reference section.
Make sure to click "Compute Y for selected entities" at least for each newly added entity, or when the underlying sector has changed height. Otherwise the entities might end up floating high up in the air or be buried inside level geometry.
In this video we go over outdoor areas again, this time in more detail. The outdoor area shown in Part 2 is the "unreachable" kind. This video shows how to make "walkable" outdoor areas.
A key part of making "walkable" outdoor areas is the "Ceiling thickness" sector parameter. This parameter is used on the sectors located immediately next to sectors with the "Ceiling" checkbox unchecked to specify the height of the side panels (created automatically when clicking "Regenerate sides" in the Segment layer menu.
In this video we go over the final touches. First off, the red "end level" ball is an entity called "letter" (don't ask), similar to weapons and powerups.
Secondly, we illustrate two advanced topics:
Thirdly, we go over scripting. For a more thorough listing, see the Scripting part of the Reference section.
This video shows how to publish a level to Steam Workshop. Publishing is done via the level editor and will upload the contents of the level folder to Steam Workshop.
Once a level is successfully published, it will be assigned a workshop ID. Subsequent publishing will in fact edit the existing Steam Workshop item associated with the level.
If for any reason you want to create a new item instead of updating the existing one, make sure to check the "Publish as new item" checkbox when publishing.
To be able to access a custom level in Gorescript, you must be subscribed in Steam Workshop to that level. Once subscribed, if the level doesn't show up ingame in the "Custom levels" menu, restarting Steam should fix it.
This section is meant to serve as a reference for level editor functionality.
Each level is composed of 5 layers:
Following is a list of properties for each layer.
A Lua scriptfile can be added to a map by creating a "script.lua" file in the map folder and checking the "Has script" checkbox in the Map menu.
The following functions will be called if the script provides an implementation: