Pummel Party

Pummel Party

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Custom Board Spaces in Mod Editor
By Nitryle
If you want to create your own unique boards for Pummel Party, you need to know how you can create custom board spaces.
In this guide I want to focus on this feature and share my knowledge I gathered so far, with you.

If you like the guide or if it helped you creating your own board ideas, please leave a like and give it a favourite. That would help a lot.



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Disclaimer
The features of the new Update (1.13) are only partially impemented in this guide version. It will take some time till the whole guide is updated.
Why should you create custom spaces?
If you are creating your own boards for Pummel Party you should also create custom board spaces, because they can give an identity to the map and make them unique. But to use the full potential of this mod feature, you might need a lot of hours.
This guide is supposed to give an overview of important features and share the knowledge I collected with creating four maps for Pummel Party.

If you like this guide, please think about liking, giving it a favourite and maybe even sharing it to others. That would help a lot to make it more prominent on the Steam site and might help or inspire more people to create their own unique boards.


1. How to create a custom board space
  1. Create a empty prefab. They can be found under "Custom" in the prefab folder.




  2. search for "custom board space" place it in the prefab and set it to the position 0/0/0 in the "Inspector" window.

  3. In the inspector view you can click on "add a component". There you need to chose "Gameplay" and then "Board Space Event".
    Then the options "on player land" and "on player passing" are shown. You need to be sure which option you prefer for the event because the action list can't be pasted in the other option.

  4. In the next menu you have a list of several actions you can choose from. They will be explained in the following chapters.

  5. After creating your list of actions, go back to "Hierachy" (your actual map). In the hierachy were all your placed assets are listed you can find the yellow "Board Settings" at the top of the list.

  6. Chose Custom Spaces and select the prefab of the space to the list of custom spaces.

  7. When placing a board space on the map you have to chose which kind of space you want. When chosing custom, a new option will open where you can choose the prefab spaces you already created













1.2 Designing a board space



















Creating a design for board spaces is an important aspect of creating good boards. The design can give a hint on what the player can be expecting what might happen if they land on it. For that I would recommend simple designs with basic colour associations.
For example:
  • red = danger
  • orange = warning
  • green = luck
But of course, you can use other colours as you wish.
If you use colour, you can apply it to the edge of the space-prop or to the middle of it. But to do so, you need to create a material that can be applied to it.


1.2.2 Custom Board Space Material
In order to change the design of a board space you need to make the following:
  1. right click on asset brower

  2. Select create.

  3. Click on material.





  4. select your board space within the prefab and apply the Material you just have created by using the "Add Element" option

  5. Over custom folder you can go to the material folder and select the one you created.









  6. In the new menu you have to choose "Custom Board Space Shader" in the shader option

  7. Here you can change the colour of the edge, as well as the inside of the space.












    Another aspect that can help players identifying the space are symbols. You can make them either by using symbols of a texture or applying a prop on top of the space inside the space-prefab.

  8. If you want to add an image to the board space, you need to do the following:
    • right click on asset browser
    • select import asset
    • click on texture and select the image you want to import
    • go back to your material and open the Albedo option
    • select your image in the albedo option

    Another option for designing a space would be to place particle effects on it. That is typical for the original board spaces of the game like sparkle effects for the key-spaces.
2. Space settings
This chapter focusses on the options that can be selected in the "Inspector" window while clicking on a board space on the map as well as some minor aspects of placing spaces and testing maps.


a) Outgoing connections
When connecting board spaces, the option on the bottom of the inspector window, the outgoing connection, allows you to decide how the player should move to the next space in line. You can choose the walk, jumping or teleport option.
If the jump or teleport option is selected, the connection lines between the spaces won’t be visible anymore.
To differentiate between the options, you can look what colour and symbol the connection lines between the spaces have.

Walk = grey arrows
Jump = orange Jumping figure
Teleport = blue figure

Furthermore, you can disable a connection from the start.
If this option is activated, the player won’t be able to follow the path unless a board action enables it (see in chapter 3 – Space actions explained).
While creating your board, you can easily identify the disabled connections because they all have a darker grey colour.
But when disabling paths, you still need to have at least one path active. Otherwise, you get a warning in the validation screen and can’t publish your map, because players could end in a soft lock. That also applies if you use a random connection space in front of the junction.


b) A disconected path
You can create paths that are disconected from the rest of the board. In that case, they must be connected through a "Move to Space"-action.
Example usage:
- creating a punishment/reward area like the Bowser or luck spaces in mario party
- disconnecting areas of the board, so that they are only available through your special board space events (ex. shoting the player with a canon, making them use a vehecle,...)


c) Chest support and placement
c1) Determination of next chest spot
It is random at which space the next chest will spawn on. It is not determined by the distances every player has to the spots, and you also can’t disable certain spaces or chose a space for the next spawn.
Because of that you really need to plan the chest-spaces, because it could lead to frustration if the next chest spawns directly in front of the player who already purchased the previous one.
You should also make sure that the chest space is available through normal pathing or an event that is easy to activate. Avoid things like chest-spaces that are only reachable through a respawn point because that could be unreachable because of the mechanic how the respawns function.

If the map or the players ruleset has more chests activated than chest-spaces exist on the map, the next chest can spawn in the same position as the previous one. (Since update 1.14.1h) Might be useful if you work with a map concept that has permanent chest spots. But at the start of the game, it will always leave one chest-space for the special weapon-cache.


d) Respawn spaces

d1) Determination of the current respawn space
The game will always choose the respawn that is the furthest away from the current chest spot. Since update 1.14.1j, the game won’t count the spaces that can’t be landed on when deciding the respawn point. The game will let every player spawn at one respawn-space so it won’t be blocked if a player already used it.
Because of that mechanic it is important to precisely plan the respawn points. Unless you use a single respawn mechanic (e.g. Pummel Express/Pummelplex) you should try to give variety to the respawns. For that you might need to count the spaces that the player would need to reach each chest spot and check if the spots vary. If not, you might need to change the spot of the respawn. Otherwise, it might be repetitive or even frustrating.

d2) How the players are standing
The game will let every player spawn at one respawn-space, so it won’t be blocked if a player already used it. Instead, they will be places in a circle around the space. First right, then left, following behind and infront. Make sure that the players will still be visible when they respawn at each position or use it to your advantage by putting them in debri-objects to create an effect.

d3) Remove blood
If you want to avoid the blood effects of the respawn-space, you can set the height (second scale value, z) to 0.001 and then put it under the ground. This way the blood spots won’t be visible, and the players will still spawn at the position (if the ground is also set as world ground).


e) Landing options for spaces


f) Stopping a rocket
With this option you can stop the rocket item of a player. This can be very useful if you want to implement your own custom trophy-placements (for example if the players should pay a certain number of keys, items, or health via the display popup action or if you want them to participate in another form of event.
But it is for certain that players will be annoyed if you activate this option randomly without telling them or without a good reason, because they can't predict that and might feel betrayed. Because of that you should use it in rare occasions.
This option is only available if you’re using a custom space. For the integrated spaces like health, keys,… this option is deactivated.


g) Targets of an Event
Many space actions use the three options to decide, who or what is affected by the event.
You can select eigther one, two or all three of them, but be sure, what you want to do.
Option
Effect
This player
The selected action only impacts the player who lands on the space at their turn. Many actions don't work with this option (e.g. the Set Color action).
This Board Space
Every player who is currently standing on the board space will be affected or the space itself without the players (depends on the action used)
Advanced

  • You can manually select spaces, that are affected from the action.
  • Example: a player get's on the space with a "Drop Keys"-action and every other space is selected for it. This causes all the other players to loose the amount of keys selected.
  • Notice: The editor tends to get a bit slow if a huge amount of spaces is selected. Because of that I would recommend selecting only 10-15 spaces in one action, then using a short wait action and then another chosen action with multiple spaces.

h) Removing the arrows on the ground
Sometimes you might want to remove the arrows on the ground between spaces. For that you can set the height of the space (z-value in scale) to z=0.001. The outgoing arrows won't be visible for that board space.
But you should have only the board space itself inside the prefab because otherwise the other objects will get smaller as well. The objects that are implemented in the events might be effected by this if they are placed inside the prefab. Effects of the game like the key-gathering animations still work as usually.
3.1.1 Space actions explained - Board Space Actions
  • The actions can all be combined, there are no limitations i have encountered so far.
  • The actions will fire in the order they appear in the menu.
  • If they should not trigger an event at the same time you need to place the "Wait"-action between the actions to separate them by a certain amount of time.



1. Board Space Actions

a) Display Popup
  • With this action you can create dialog options for the player.
  • You can select up to 4 choice options and set costs to activate them (or set no costs and it can be activated for free). This includes a custom number of keys, health, trophies, or any item that the game has.
  • If you choose items, try to think about what items you want to use. For example, after minigames, not every placement can get every item. With that in mind, I choose the health kit as a mechanic to give an advantage to the player regularly scoring low because the chance is higher for the 3rd or 4th player to get a health kit.
    Also, the special weapons have a high value so maybe the player won't sacrifice them to activate a choice.
  • You can also make a description text. It can be 5 lines long. If it is longer, it won't be displayed inside the box.
  • You can also select a picture (e.g. for showing who is talking). This should be a square. And can select a speaker name or title.
  • For each option, you can select an own list of actions by opening it via the edit option.
  • The display popup action is a very powerful tool. With it, you can easily create simple shops or implement special board features like changing paths and connect this to the choices the player makes.




    b) Damage Player
    • You can select the amount of damage that will be dealt if a player lands on the space.
    • If ragdoll is activated, the player model will fly away uncontrollable, and a new one will spawn on the space.
    • If drop Keys is activated, the player will also lose three Keys in addition to the dealt damage.
    • You can activate/deactivate the blood. You can also select the velocity and amount of blood.
    • It is also possible to activate/deactivate the typical damage sound of Pummel Party and set the volume of the sound.




    c) Drop Keys
    • select the number of Keys that the player loses. They can't be collected by the same player that lost them.
    • If you don't select "drop key onto board", the keys are just lost, and no one can collect them.
    • A space with losing keys is a great addition to the normal spaces because it can make it harder to gather enough keys so that tactic and the minigames become more important.




    d) Give Item
    • You can use it to give certain items to the player.
    • If you select multiple items, the game will randomly choose one and give it to the player.
    • If the selected space is occupied by multiple players, all of them will get an item. If multiple items are selected, the game will decide randomly for each player.




    e) Give Keys
    • select a certain number of keys a player gets.
    • These keys won't appear on the board. Because of that it could cause irritation for players because they don't see the effect directly.
    • Can be used as alternative to the normal key spaces, especially if lowering it to ex. 3 keys for more competition.
    • alternative to the spawn keys action




    f) Give Trophy
    • The player gets a trophy without paying 40 Keys!
    • The typical fanfare sound of getting normal trophies can be activated or deactivated.
    • I used it for the lucky area of Pummel Express




    g) Heal Player
    • The player will be healed by the amount of HP you select.
    • You can also select other spaces of the map for the healing.




    h) Move to space
    • the player gets teleported to a space that was chosen in this action.
    • if more than one space is chosen, the game will randomly choose one.
    • Example usage:
      Pummel City - The question spaces have a 1/3 chance to teleport the player to a lucky area.
      Pummel Peaks: used in the animation of the snowman throwing the player five spaces further.
      Pummel Express: Used to place the player in the lucky and in the Thomas area.




    i) Remove Trophy




    j) Kill/Destroy
    • The player gets killed directly.
    • You can also select other spaces to kill the players on them.
    • You can select objects which will be destroyed when activated. These objects don't return after the space event.




    k) Set Board Space Active




    l) Set Connection Active




    m) Spawn Keys
      Selected number of keys will be spawned.
    • You select the number of keys that will appear to a maximum of 40 keys per space.
    • If you select "This Player" or "This Board Space", the keys will always be given to the player that activated the space.
      If you select the advanced option, the keys might get split between players sharing the space, but that doesn't mean that it will be divided equally.
    • You can also select other spaces where the number of keys should appear. Note: i had previously selected a lot of spaces and selected one key for each. In testing the turn did not continue after the action so it might be a bit buggy. Alternatively, you could use "Give Keys".
    • The keys spawn on the space but they are not only for the player activating the space (even if you select this player). The keys can also be collected from player near them.
3.1.2 Space actions explained - Part 2 (not updated yet)
l) Position
  • Main use is to change the position of objects in the world with advanced option.
  • The player can be moved directly to a certain point on the map. But the camera is locked to a max speed so it might take a while till it has the player in focus again.
  • Also, board spaces can change the position on the map but the connections to other spaces remain the same and multiple spaces need to be moved by more than just one action.




m) Rotation
  • Main use for rotating objects in the world
  • It is not possible to rotate the player model.




n) Scale
  • increasing or decreasing a scale dimension (x/y/z) of an object.
  • You can even change the size of the player. But careful, they remain in the size till another size-action puts it back to normal. If a player lands on the same event multiple times, the size won't be in- or decreased again so they remain at the selected size (with option "set" selected).
    The item radius won't get changed. The minimum size to hit the player with the boxing glove is 0,4. Below this value, the glove won't hit the smaller player (if the other player has normal size; on even ground, height differences might change that)
    If the players share the same size (e.g. 0,2), the glove will still hit them.
    If the smaller player uses the glove, it still hits normal sized players, even with a value of 0,2.
    Be careful with changing player size, because the camera won't change the distance and the player model might be too small to see.




o) Set Active
  • The selected objects or spaces will turn invisible or get visible again.
  • You can select whether they should be disabled, enabled, or choose toggle if it should change each time the space is activated.
  • If spaces are selected, they are just invisible. THE PATH STILL EXISTS.
  • Set active can be extremely important for animations (for example deactivating obstacles along the animation route or de-/reactivating objects from animations...)




p) Set colour
  • Changes the colour of objects on the map if this object doesn't have a material applied to it.
  • Won't change the colour of the player model.




q) Show Message
  • You can type in your own text for the message.
  • Select if it should only be visible to the player landing on the space or for everyone.
  • Select the time the message will be visible for the players.




r) Spawn Effect
  • Select the effects from the official maps.
  • It will be visible at the board space where the player stands. If you select multiple spaces via the advanced option, the effect will also be displayed on them.
  • They will also play the typical sound of them (can't be turned off).




t) Spawn Prefab
  • let a prefab spawn on the map.
  • if an object or board space is selected, the prefab will be a child of that object. That means that if the selected target moves in an animation, so will the prefab you want to spawn.
    Because of that you can give an offset to the position and rotation from the target. If not selected, the prefab will be in the same rotation and position as the target selected.
    If you select "This Player" it will ignore it. The player can't be the target unfortunately.
  • You can also select a certain position and/or rotation for the object if it shouldn’t be the child of a target.
  • This event can be used to spawn a prefab with a particle system in it. It will spawn the prefab and the effect will start at the given position. E.g. fireworks explosions or other non-consistent running effects.




u) Wait
  • if you want to create an order of actions that don't activate at the same time, you must put the wait action between the other. Then you can select the time between them
  • very important for greater animations with multiple steps (see chapter: 3.2 Tween Animations )
  • you can also select two variables and the game decides which one it triggers.



3.2 Play Tween Animation - deep look
















a) Targets of an Event


Option
Effect
This player
The selected action only impacts the player who lands on the space at their turn
This Board Space
Every player who is currently standing on the board space will be affected
Advanced

  • You can manually select spaces, that are affected from the action.
  • Example: a player get's on the space with a "Drop Keys"-action and every other space is selected for it. This causes all the other players to loose the amount of keys selected.
  • Notice: The editor tends to get a bit slow if a huge amount of spaces is selected. Because of that I would recommend selecting only 10-15 spaces in one action, then using a short wait action and then another chosen action with multiple spaces.
  • You can also select props in the world space to be animated.





b) Type
Here you choose what kind of animation you want to create.

Type
Created Animation
World Position
The points account for the positions in your actual map.
Local Rotation
The selected objects will rotate around the selected axis. Warning: For larger rotations, use rotate around axis. Local rotation might be not completly reliable.
Local scale
The selected object will grow/decline for the selected axis
Local Position
The selected action only impacts the player who lands on the space at their turn
Rotate around local axis
The selected action only impacts the player who lands on the space at their turn

Rotate Around Local Axis/
Rotate Around World Axis

  • these settings might be more stable than the local rotation for larger rotations like 360 degree
  • I didn't use it on my maps yet and I really couldn't find out the difference between the two settings
World Rotation
You might test it out yourself. In my testings it didn't work at all.



c) Ease Type
The ease type describes how the movement should happen. With linear for example you have a animation with constant speed. The following picture shows you different kinds of this setting.
click here for the source[easings.net]


d) Time and Wait-Action
The setting time decides how long (in seconds) the animation will take place.

When using "Tween Animation" you need to put a "Wait" action after any animation you create, if you want it to happen independently from other actions or want that the game shows the whole animation. For that the wait action must be as long as the time for the animation.
In the animation on the right it takes 0.7 sec till the animation finishes.

You don't need to use wait action if animations or other events should fire at the same time. Only if the same objects should perform at the same time, it might cause some problems.




e) Start/End Type
Type
Effect
current

  • the place where the object is placed currently (on the actual map)
  • If current is used as a start of a animation, it might cause problems, when the objects are not placed in the normal position again at the end. Objects then remain in the end position of the animation (for example on top of a space) (solution: use "position" action to make it disappear or a return animation)
specific
you need to type in the exact target point
offset
you need to type in the exact target point but in the animation it will be a bit away from that point
4. Creating a Shop (outdated versions)
I really like to create a shop on my maps. I think it is a essential part of Mario Party because it adds a strategy part to it and decreases the amount of coins players have in their wallet.

Costs
  • keys - using the drop keys action; Drop onto board option must be deactivated!
  • HP - using the damage player action; this has to happen after receiving the item otherwise the player might die without getting the item!
    (or before if you want to prevent them from getting it without enough HP)
Limitations in Pummel Party with my system:
  • The player will always have to waste a turn in order to purchase a item
  • You can not close the way for a player if they haven't got enough keys. Because of that it is possible to "buy" an item even with zero keys
  • The rabbit can choose the path as well and either get stuck in the shop or has to walk all the spaces till the end.



Variant A: The path shop (Pummel Peaks)
  • You can allow the player to choose a item by using spaces that are set on pathing. So they don't lose their dice roll and can decide which item they want.
  • You create multiple custom board spaces which let the player drop keys following from a wait action and then the give item action with only one selected. Also a move to space action is essential, because otherwise, the player would remain in the shop section of the map.
  • Because the line has a end and the dice roll can be customise, you need to think about how far a player might be willing to sacrifice a turn to get a item. I have chosen twelve/thirteen spaces are a good way to go.
  • The final spaces are all connected with the same space in the shop. The outgoing connection option of the spaces themselves are set on teleport, because otherwise the player would walk the whole way.
  • The rabbit might walk the whole path (= 3 or 4 turns) till it is on the normal path again












Variant B: The circle shop (Pummel Express - Vers.1.0)


  • you create custom board spaces with same actions like above.
  • The spaces are arranged in a circle so the player follows it endlessly (No problems with high dice rolls)
  • the spaces are decreased in their size and get hidden under the prefab of the space with no function to hide the circle
  • the spaces all teleport the player to a certain space on the map
  • the rabbit will get stuck here for the whole game when reaching the shop

  • The spaces must be decreased in size because otherwise they would touch or be above one another. If this is the case, the whole screen will turn completely white and nothing can be seen anymore!













5.1 Snowman-Throw
1. Snowman-Throw (Pummel Peaks)
In this animation, the snowman will go to the player, rotate, pick the player up and throw them onto the minus key space.
  1. The sound is playing when the snowman is going to the player.
  2. To find the snowman which is standing on the map, I renamed it. With the new name you can find your object and can select it under advanced option.
  3. With the setting "world position" the position of the object will be changed. It only accounts for the positions on the actual map.
  4. The start is the exact position of the snowman on the actual map.
  5. The end position is directly in front of the player
  6. The wait action is necessary, because the animation needs this time, before the next action will activate.
  7. I chose current position, because then I don't need the exact rotation position of the snowman at this point of the animation.
    But in order to know which axis and how far it needs to be, you need the difference between the pre-rotation and goal-rotation.
  8. In the game the player will always be standing on the assets that are set as "world ground" in the inspector tap. Because of that, if you just throw the player in the air, the model will move on the normal ground despite y being set in the air.
    My solution is to add a ground asset that is set to world ground as well. Because I don't want the ground to be seen by players, the "shadow casting mode" is set to "shadows only" so that it is invisible.
    This ground get's thrown with the player. During the air time, the player stands on the invisible ground.
  9. the actual throw animation contains a point in the air and a point on the target-space where the player should land. Both player and fake ground are thrown together to these points.





  10. After landing on the space, the player will get 10 damage. They will also drop three keys.
















  11. after the damage I put in a short wait time action (0.010sec) to prevent the game from doing both at the same time or causing problems with it.
  12. the move to space action is then putting to player actually on the space that the player landed onto.
  13. After a animation, the target objects will remain in the last position of the animation. Because the snowman is outside of the visible frame, I didn't choose a animation. I just used position and rotation to get it back in the place of beginning.
5.2 Ski Lift Animation
You can find this event in my mod “Pummel Peaks Wintersport Resort”. The goal is to transport the player to the top of the mountain if they are willing to pay a toll of 10 keys.
The old version had the disadvantage that the player needed to land on an actual space to trigger the event. That was necessary because there were no “on passing events”.
The newest version of the ski lift solves it more elegant by using a dialog-action.
But first let’s look at the spaces for the event. The first one is the space that triggers the dialog popup. This asks the player if they want to pay 10 keys or refuse. You might be asking why I use so many other spaces. The reason behind that is that it allows the player to walk to the ski lift instead of sliding to it. But the usage of an actual path also has other advantages. The sparkling line will follow this path in case the chest spawns on the mountain. Furthermore, also the rocket item can fly to the top.
If the two paths were disconnected (like in the old version), neither of these things would follow the path to the mountain.
a) The Display popup action
When the player arrives at this space a “Display Popup”-action will be triggered. For that I created a new custom board space and selected the “on passing”-option (with that the player doesn’t need to land on that space). Within the popup, the player has two options. They can pay 10 keys or say no. First, I want to cover what happens when no is selected, because it is easier.

b) Player chooses no
If the no option is selected, a “set connection Active”-action will be triggered. This will disable the connection between the crossing (2) and the ski lift path (4). The connection between the crossing (2) and the normal path (3) is kept activated. Because there is no wait option, the player will instantly follow the path.

They will stop at the next space which is another custom space. The “on passing”-trigger will activate another “Set connection Active” which is supposed to revert the previous action. It enables the connection between crossing (2) and the ski lift path (4). With that the mountain will be reachable for the bunny, the sparkling line and the rocket item. The connection to the normal path (3) remains enabled.

c) The player pays 10 keys













The costs for this option are already selected in the “Display Popup”-action. Because of that no “Drop Keys”-action is required.
  • The “Set Connection Active”-action will disable the connection between the crossing space (2) and the normal path (3).
  • After a short “Wait”-action, the “Spawn Effect”-action will activate a small sparkle effect on the current board space (1).
  • The “Play Tween Animation”-actions are supposed to already move the lift down to the station.
  • After the 2,5 seconds “Wait”-action, the player will start moving on the path towards the lift by passing multiple pathing-spaces (5).

d) Lift animation
At the end of the ski lift path the player will pass another custom board space with “on passing”-trigger (6). This activates the “Play Tween Animation”-actions which move the lift and the player to certain coordinates. To get the coordinates I placed a copy of the lift at the positions and noted the coordinates.
If you want to know the coordinates of a player on top or inside of an object, I recommend placing a small asset in the prefab model of the object you want to use (I use apple 01). By that you have a visual point that shows you, where the player will stand. Then you place the same asset to that position and can copy the coordinates of the asset.

The “Damage Player”-action is supposed to be a little joke because the lift will hit a player standing on one of the avalanche spaces and deals only one damage. But it is a good example to show that by selecting target board spaces, you can also hit players who didn’t activate the event.

At the end of the event the player standing on the ski lift carrier arrives at the top of the mountain. When the 5,8 seconds “Wait”-action ends, the player will continue the path on the mountain. The player will jump out of the carrier because the space at the lift (6) is connected with the mountain path via a jumping connection (orange). It is a small detail, but I think it makes it look a bit smother when exiting the event.

e) Further information
The player will always be standing on the assets that are set as "world ground" in the inspector tap. Because of that, the player would glide up the mountain. To prevent that I added a "ground 01" asset in the prefab and made it invisible by setting the "shadow casting mode" to "shadows only". With that, the player remains on the invisible ground and doesn’t slide on the mountain terrain.
6. Test your map!
h) Testing a board space
To test a new board space, I recommend starting near the space you want to test and just pressing the number you need for landing on it on your keyboard.
You don't even need to place a new start-space there because if you look on the board and press Ctrl while clicking on your character and a second click on the space you want, you can teleport through the map.

By creating a new ruleset in a lobby you can also set the max and min dice roll as high as you want so that you can also check the connections and movement flow on the map.
7. Known Bugs
  • Custom spaces do not work if the chest spawned on it and is gathered. Animations just don't start at all (might be solved with 1.13.b - I will check it)
  • When using a random teleport for a greater amount of players and possible spaces (all players in the round and up to 40 possible spaces) it can happen that the player visial remains on the space where they stood previously and after rolling they walk through the map to their actual space that was selected with the space action. Should be fixed, but I need to test it.
  • The rocket item stops immediatly if the player arrives at a outgoing connection with teleport setting
  • If a damage player action is used without the check mark for losing keys, the player won't lose the cactus.
8. Thank you for reading
Thank you for reading my guide on how to create, design and use custom board spaces in the Pummel Party Mod Editor.
If you liked it please give it a like and add it to favorites.

Also check out my maps I had created and used as examples in this guide.

























If you see mistakes or want other/new things to be explained in this guide please let me know. I plan to extend it if new things will be implemented by the devs.
11 Comments
Captain-Obvious Aug 6, 2024 @ 12:19pm 
░░░░▄▄▄░░▄██▄░░░
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░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
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MövDerKlaumeister Aug 4, 2024 @ 5:27am 
Dude you're a legend! <3
Nitryle  [author] Dec 4, 2023 @ 11:52am 
That is a frequently asked feature in the community, but the devs did not comment on it yet. It might come in a future update, but that is not certain.
KrekerHaosa Dec 4, 2023 @ 7:57am 
Please tell me how to create an Killer that will hunt players like on the Pummeltown map?
Nitryle  [author] Oct 8, 2023 @ 3:55am 
It might be a problem with the coordinates you want to move it. I usually copy the object (or complex as a whole) and move it where I want it to be after the animation and copy this coordinates. But actually there could be a few more error sources. I can add you or you go to the steam group Pummel party modding community.
GAas Oct 8, 2023 @ 3:31am 
When im trying to make an object/prefab move, it just dissapears from the (Play Tween Animation* Element * spot). I can select it, but the second im trying it out, it gets removed.. Do you know why?

And could I contact you somehow? :D
Basti Aug 25, 2023 @ 4:56pm 
a youtube tutorial video would be nice, if you are interested :steamthumbsup:
Nitryle  [author] May 19, 2023 @ 3:35am 
@RichieSmoothe
By clicking on the prop of the custom board space within the prefab, the inspector window opens and under the transform options, where you can change position, rotation and scale of the prop, you find prop settings with colour options, or shadow casting mode. Under these setting you find custom materials with a big "Add Element"-button. If you click on it, Element 0 will pop up with a "None Material" button. By clicking on that the list of your created materials will pop up and you need to select the one you want for the space.
RichCapital May 18, 2023 @ 9:25pm 
I still don't understand how to add custom pictures to the squares.

right click on asset brower
select create
click on material
select your board space within the prefab and apply the Material you just have created

Like bro, how do i apply the material to the prefab.
Yoshirama May 11, 2023 @ 3:56pm 
Love it, thanks for this