Level Editor/Workflows/Mirrored maps: Difference between revisions

Level Editor: mirrored two-team maps workflow
 
American spelling
 
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Most team maps are fair because both halves are the same. With a [[Level Editor/Entities/Mirror Node|Mirror Node]] you build one half and the editor keeps the other half as a live copy, with its spawns, zones and gates belonging to the other team, and its team-coloured materials and props swapped.
Most team maps are fair because both halves are the same. With a [[Level Editor/Entities/Mirror Node|Mirror Node]] you build one half and the editor keeps the other half as a live copy, with its spawns, zones and gates belonging to the other team, and its team-colored materials and props swapped.


== Setting up ==
== Setting up ==
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* For three or more teams, add more Mirror Nodes on the same source with Team Offset 1, 2 and so on.
* For three or more teams, add more Mirror Nodes on the same source with Team Offset 1, 2 and so on.


== Team colours ==
== Team colors ==
A red sign on team 1's side should be blue on team 2's. Give it a '''team set''':
A red sign on team 1's side should be blue on team 2's. Give it a '''team set''':
* '''Materials''': in the [[Level Editor/Panels/Materials#Material Editor|Material Editor]], '''Team variants > Add team''' for each team, and pick what each team's side wears. Every brush in that material is swapped in the copy.
* '''Materials''': in the [[Level Editor/Panels/Materials#Material Editor|Material Editor]], '''Team variants > Add team''' for each team, and pick what each team's side wears. Every brush in that material is swapped in the copy.