Level Editor/Entities/Mirror Node

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Mirror Node
Made with Scene tree: + > Mirror Node, or right-click > Add Mirror Node
What it is A live copy of another part of the map, with its teams swapped
In the game Yes, as the copy it shows

A Mirror Node shows a live copy of another part of the map. Build one half of a two-team map, point a Mirror Node at it, and the other half builds itself: every edit to the source appears in the copy straight away, and the copy's spawns, zones and gates belong to the other team.

The full workflow is on Mirrored maps.

Setting one up

  1. Put the half you build (the source) in a group.
  2. Add a Mirror Node from the scene tree (+ > Mirror Node).
  3. Set its Source Path to the source group (click the field and pick it).
  4. Move and turn the Mirror Node to place the copy. The copy sits inside the Mirror Node laid out as the source is, so the Mirror Node's position and rotation are where the copy goes. For a map that is the same from both ends, keep the source group at the world origin, put the Mirror Node at the origin too, and turn it 180 degrees about Y.

The copy is read-only: anything you change on it is overwritten at the next update. Edit the source.

Inspector

Setting Type Default What it does
Source Path Node none The part of the map to copy. A Mirror Node refuses to copy itself or anything it is inside.
Team Offset Number 1 How many teams along the copy belongs: a spawn of team 1 in the source is team 2 in the copy. Several Mirror Nodes on the same source with offsets 1, 2... make maps for three teams or more.
Auto Refresh Check box On Update the copy as you edit the source. Off, nothing updates until you click Refresh Now.
Visualize Check box On Show the copy. Off hides it while you work on the source; it is still there, and turning this back on is instant.
Refresh Now Button Rebuild the whole copy now.

What changes in the copy

  • Teams: spawn points, zones, gates and boss spawns with Team Differs Per Side ticked get their team moved by Team Offset. Untick it on anything both halves share.
  • Team variants: a brush wearing a material that has team variants, or a prop whose model has a team set, shows the other team's version in the copy (a red sign becomes a blue one). Set them in the Material Editor, the prop preview or a prop's Team Models.

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