Level Editor/Workflows/Mirrored maps: Difference between revisions

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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.

Latest revision as of 04:46, 20 October 2026

Most team maps are fair because both halves are the same. With a 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

  1. Build team 1's half of the map in a group (for example Side A). Put the group at the world origin, and build the middle of the map on or near the line where the halves meet.
  2. Add a Mirror Node from the scene tree (+ > Mirror Node).
  3. Set its Source Path to the group.
  4. Place the copy by moving and turning the Mirror Node. For a map that is the same from both ends, put the Mirror Node at the origin and turn it 180 degrees about Y.
  5. Leave Team Offset at 1: team 1's things in the source are team 2's in the copy.

From now on, edit only the source. Every change shows in the copy at once (unless you turn Auto Refresh off). Turn Visualize off to hide the copy while you work.

Teams

  • Spawn points, zones, team gates and boss spawns have Team Differs Per Side, on by default: the copy belongs to the other team.
  • Untick it on something both halves share (a neutral zone that happens to be in the source half), or that should belong to the same team on both halves.
  • For three or more teams, add more Mirror Nodes on the same source with Team Offset 1, 2 and so on.

Team colors

A red sign on team 1's side should be blue on team 2's. Give it a team set:

  • Materials: in the 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.
  • Prop models: right-click a model in the Props tab for the prop preview and set its Team variants. Every prop of that model is swapped.
  • One prop: its Team Models in the inspector gives that prop its own set.

Terrain across the middle

A terrain in the source is copied too. Where it meets its copy, use Stitch mirror seam in the Terrain tab to join the two without a ridge.

Checking

  • The copy is read-only: anything you change in it is overwritten.
  • Refresh Now rebuilds the copy if it ever looks out of date.
  • Playtest from both teams' spawns.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use