Level Editor/Workflows/Your first map
This walkthrough builds a small, playable two-team map from nothing: a floor, some walls and cover, spawns for both teams, a capture point for the starter gamemode, navigation for bots, and then a playtest and an export. It takes about half an hour. Each step links to the page with the details.
1. Set up
- Open the editor and click Settings. Set TeamSpec Executable Path to
TeamSpec.exe. (Settings) - File > Save As... and choose a new, empty folder for the map. From now on auto-save keeps it saved. (Maps are folders)
2. A floor
- In the Snapping tab, check that Grid Snapping is on and the grid step is 1 m.
- Pick the Box tool. Drag a footprint about 40 by 40 m on the grid, let go, pull up 0.5 m, click.
- Click a material in the Materials tab and double-click it to put it on the selected floor.
3. Walls and cover
- Draw a few boxes on the floor as walls and crates. Start a box on the floor and it stands on it. Smart guides help line them up and space them evenly.
- For a building: draw a solid box the size of the room, then Tools > Hollow... (Ctrl+H) with a 0.5 m wall. Cut a doorway: draw a box through the wall where the door goes, select the wall, then the doorway box last, and choose Edit > Subtract Brush (CSG). (Brushes and CSG)
- Drag a few props from the Props tab: barrels, crates, fences.
- Turn on View > Show Player Figures to check doorways and cover against a player's size.
4. Spawns
- Functional > Spawn Point: click at one end of the map. In the inspector keep Team 1. Place two or three.
- Place two or three at the other end with Team 2.
- Turn each with the Rotate tool to face into the map. (Spawn Point)
5. The world boundary
Functional > World Boundary: click a few meters below the floor. Anyone who falls off the map dies there. (World Boundary)
6. A capture point
A new map's starter gamemode scores a point for your team every time you walk into a zone named CapturePoint, and the first team to 10 wins.
- Draw a box in the middle of the map, about 4 by 4 m and 3 m tall.
- In the inspector tick Is Area and set Trigger Name to
CapturePoint. (Zone)
You can change the rules later in Map Config > Gamemode. (Scripting a gamemode)
7. Light
- Open Map Config > Environment and turn the Sun so the light comes in at an angle you like.
- Add a few lights with Functional > Create Omni Light where it is dark. (Lights)
- Leave Bake lightmaps on export ticked in Map Config > LightmapGI: the export bakes the light for you. (Lighting and lightmaps)
- Functional > Nav Region, click on the floor. Set its Extents so the box covers the whole floor and reaches a few meters above it.
- Choose Functional > Bake Selected NavRegion. The walkable area appears. (Bots and navigation)
9. Playtest
Click Quick Playtest / Apply. TeamSpec starts on your map. Walk round, check the spawns and the capture point. Leave the game open: change something in the editor and click Quick Playtest / Apply again to send the change. (Playtesting)
- File > Export to TeamSpec (.tsmap)... and choose where to save the file.
- In TeamSpec, Host / Join Game > Import Map loads it, or publish it on the Steam Workshop. (Exporting and publishing)
Where next
- Shape the ground with terrain or displacements.
- Add doors, supply pickups and logic.
- Make both halves match with a Mirror Node.
- Write your own gamemode.