Redirection

Redirection

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Using the Redirection Level Editor
By Dan200
A guide to creating levels in the Redirection Level Editor.
   
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Creating your first Level
The Redirection Level Editor can be used to create new Redirection puzzles, using the same tools that were used to develop the main campaign. Making levels can be great fun, and levels you make can shared with other players on the Workshop!

Accessing the Level Editor:
  1. Select Mod Editor from the Main Menu
  2. Select Create New, or choose a mod you've already created
  3. Select Edit Levels
  4. Click the empty level Icon to create a new level

Using the Level Editor:



The Redirection Level Editor is easy to use. Select tiles from the Sidebar, and place them with the mouse. When you're ready to play your level, just press T to test it. The full controls are as follows:

Left Click
Place the currently selected Tile
Shift + Left Click
Delete the Tile under the cursor
Ctrl + Left Click
Replace the Tile under the cursor with the currently selected Tile
Arrow Keys
Rotate the currently selected Tile
Right Click Drag
Rotate the Camera
Middle Click
Select the Tile type under the cursor
Left click (Sidebar)
Change the currently selected Tile
Right click (Sidebar)
Access the complete Tile list (Use the arrow keys to navigate pages)
Plus
Increase the Obstacle allowance for the level
Minus
Decrease the Obstacle allowance for the level
O
Change the Obstacle type used by the level
M
Change the Music used by the level
K
Change the Skybox used by the level
S
Save the level
T
Test the level
Escape
Access the Menu
Ctrl + Z
Undo

Finishing your Level:



When you're happy with your level, you'll need to give it a title and a thumbnail for the Level Select screen.
  • Left click on the Title at the upper right corner of the Level Editor to input a title for your level.

  • Press Escape then click Capture Thumbanil to capture a thumbnail for your level. You should do this every time your level geometry significantly changes. Capturing a thumbnail also sets the default camera angle for your level.
Make sure hit Save after setting the title and thumbnail for your level.
Sharing your Levels
Once you've created your first Level, you can use the Level Select screen to add more Levels to your Mod. A Mod can contain as many Levels as you like, and you can reorder them by clicking on the left and right arrows on the Thumbnail. When you're ready to share your Levels with other people, it's time to publish your Mod to the Steam Workshop.

Publishing your Mod:
  1. Open your Mod in the Mod Editor, you can do this by selecting Mod Editor and then the name of your Mod from the Main Menu.

  2. Optional:
    Left Click on the title of your mod to give it a new name. This is handy if you created the Mod with the default name and subsequently thought of something better.

  3. Click Publish Mod then Yes.

  4. Your mod is now published! The Steam Workshop page for your mod will now open in your browser, where you can modify the description or upload more screenshots for your mod.

  5. If you have not done so already, Accept the Steam Workshop Contributor Agreement. You must do this before other people can see your Mods!

And that's it! Keep an eye on the subscribers and comments on your mod to see how other players react to it. If you make any changes to your mod after publishing it, just click Publish Mod again to upload the new version. Your mod will automatically update for your subscribers.
Advanced Topics
The in-game Level Editing tools are great for creating levels using built-in assets, but this is the tip of the iceberg of what Redirection Mods can achieve. With a bit of work using external tools, Mods can be created with an entirely different look and feels to the base game.

To get started, click Open Mod Folder from the Mod Editor main menu for your Mod. This will open the directory where all the files for your mod are stored. Opening the assets folder will reveal the assets that comprise your mod, and it is here where you can create new files to add custom content your mod.

A complete description of all the all the files you can add here is beyond the scope of this guide, but you can explore the folder <Steam>\steamapps\common\Redirection\assets\base to get an idea. Most of the assets are basic text files, so you can open them in your text editor to understand them. When you want to add a new asset to your mod, the simplest way is to copy some files from this folder into your mod (mirroring the folder structure), and editing them as you see fit.

Once you've added some custom assets to your mod, press Reload Mod in the Mod Editor to load them into the game. You can also press F5 at any time to reload most assets (for more debug shortcuts like this, press F1 to access the debug menu).

To get help with Modding, and chat to other Redirection Mod Authors, visit the Redirection Steam Community.
7 Comments
Kizzycocoa Oct 21, 2017 @ 10:24am 
Dan200, I've posted about it in the Discussions since, with further details on the issue: http://steamcommunity.com/app/305760/discussions/3/3182216552771496495/
Dan200  [author] Oct 21, 2017 @ 9:11am 
Interesting! Is this using the built-in tiles or using custom models?
Kizzycocoa Oct 20, 2017 @ 7:24pm 
I've been working on a map to replicate a doom-y sort of level, but the floor and shadows go crazy, and the tiles start to disappear. what should I do? what can I do?
Dan200  [author] Oct 25, 2016 @ 9:24am 
Hey Vswe! The path to the log file is written in the crash message box.
Swen V Oct 25, 2016 @ 9:21am 
I'm trying out the level editor, but when I press F5 to reload the assets the game crashes. When I start up the game again the assets loads fine, but the next F5 crashes it again. I can't seem to find a crash log anywhere.
Dan200  [author] Oct 23, 2016 @ 6:38am 
Fixed. Not sure how that snuck in there!
dianavi Oct 23, 2016 @ 5:07am 
The "Redirection Steam Community" link links to the Overcooked community.