Level Editor/Map Config

Revision as of 04:44, 20 October 2026 by TeamSpecBot (talk | contribs) (American spelling)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

The Map Config button in the top bar (Configure map settings and logic script) opens the Map Configuration window. It holds the settings that belong to the whole map rather than to one object: the gamemode scripts, the sky, fog and sun, the baked lighting, and the background audio. Everything here is saved with the map and exported with it. Close closes the window.

The window has four tabs.

Gamemode

The map's three gamemode scripts, one sub-tab each:

Tab Says Guide
Server Runs on the server. Owns the rules: extends GamemodeServerScript and may change the match. Server rules
Client Runs on every player machine. Reads and draws only: extends GamemodeClientScript and cannot change the match. Client HUD
Bot Runs on the server beside the Server script and shares its api: extends GamemodeBotScript. Tells bots their job; the rules stay in Server. Bots
  • Each tab is a code editor that completes as you type: type api. to see everything that script may call. Ctrl+click a name to read its documentation. A Client tab never offers a server call.
  • Reset to Default under each script puts the starter script back. It asks first (Reset Logic Script: Discard your custom script and load the default template? This cannot be undone.), Reset to go ahead.
  • Scripting Docs (Open the scripting guide for the pane you are looking at) opens the wiki page for the tab you are on.

The scripts are saved in the map's folder as server.gd, client.gd and bot.gd. See Scripting a gamemode.

Environment

Two inspectors:

  • World Environment: the map's sky, ambient light, fog, glow, tone mapping and other screen effects. The settings are the standard environment settings, grouped under headers such as Background, Sky, Ambient Light, Tonemap, Glow, Fog, Volumetric Fog and Adjustments.
  • Sun (DirectionalLight3D): the map's sun: its color, energy (brightness), shadows and so on. Its direction is its rotation.

Changes show in the viewport at once. The Viewport Rendering window can override how the editor draws these while you work, without changing the map.

LightmapGI

Baked global illumination for the map. Static geometry needs lightmap UVs before it can be baked.

  • An inspector with the lightmap's settings (quality, bounces, and the rest).
  • Bake lightmaps on export: when on, exporting bakes the lightmap into the exported map, so you do not need to press Bake first; the Bake button is only for previewing in the editor. Turn it off to export unlit and faster.
  • Bake Lightmaps: bakes now, so you see the baked light in the editor. The editor stays unresponsive while it bakes; hold Esc to cancel.
  • Clear: removes the baked lightmap (Cleared, lightmaps disabled). Both a bake and a clear are one undo step.
  • The status line under them: Not baked yet., Baking N mesh(es)..., Baked N mesh(es) successfully., Bake canceled, previous lighting kept., Nothing to bake, no static geometry found. or a failure with its error code.

See Lighting and lightmaps.

Soundscape

Map-wide background audio. Plays globally regardless of player position. Set `stream` to your music/ambient track and toggle `autoplay`. An inspector with:

  • Stream: the sound or music file. Click it to pick one of your imported sounds or import a new one.
  • Volume Db: its loudness in decibels (0 is unchanged; negative is quieter).
  • Autoplay: start playing when the map starts.
  • The other playback settings (pitch scale and the like).

See Sounds for sounds placed in the world.

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