Door Kickers

Door Kickers

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Creating a Unique Custom Level and Other Level Creation Tips [WIP]
By Spyder
This guide will go over how to create a full custom level, complete with a unique background, more detailed walls, custom assets, and more.
   
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Spyders Level Template and Usage
Template? What is this?
Before the below scares you off, don't worry! It looks more complicated than it is and most of it is self explanitory, but I did want to explain it just in case!

This is a template I made for myself in order to quickly get started with a new level without having to create folders and xnl files again and again. It has everything required for a basic level, but can be added to easily to create more advanced things.

What does it look like?

Its folder structure is like this:




Usage:
  • Change the "data_leveltemplate" to have your own mods name, for example "data_funmod".
  • Change any files and references in xmls files that have _mymodname to your own mods name, for example "levels_funmod.xml".

The files and what they do:

All the folders have files. I will go over each one and describe what it does.
Note: by "data/" I mean "data_leveltemplate/"

data/mod.xml
This xml file does a couple of things:
  • This is where you put information about your mod. The name, the author, the description, etc.
  • This is also where you set the mod logo for the workshop and in-game mod manager. (data/textures/gui/mods/modimage_mymodname.png)

data/filesystem_mount.xml
Think of this xml file as the guy in the sorting office in your local mail office. It collects all the files you list, or mount, in it, and sends or tells the game these files so that they're used. For example, "data/object_library/levels_mymodname.xml" which is our list of levels is mounted under the <Maps> tag because the game needs to know where our maps are. You need to do the same if you add new objects to the game.

data/object_library/levels_mymodname.xml
Lists all the levels in our mod. Simple!

data/levels/level01_mymodname.xml
The core of your level. This is the file that is considered the level itself - it has positions for each object in the level and so on. There's a few important lines in here you want to change if you're making a custom background.

First:
<Size width_pixels="1280" height_pixels="720" pixelsPerMeter="64" mapSizeTag="S"/>

Change this to the same size as your background tga file. ("data_leveltemplate/textures/background/level01bg_mymodname")

Second:
<RenderObject2D texture="data/textures/background/level01bg_mymodname.tga" flipX="0" flipY="0" texCoordsMax="1 1"/>

Change this to the background tga file you want to use. Make sure you update the name here when you change the _mymodname.tga part of the file itself!

The rest of the lines can be ignored as the in-game editor can sort the rest of this out if you push the "options" button inside the editor itself. It saves you from guessing mission type names and such. Leaves less room for error.

data/textures/background/level01bg_mymodname.tga
This is the file you want to edit to change the background, or floor, of your level. You can also use it to create fancier walls than allows in the editor.

Download:
https://drive.google.com/file/d/0B880YP62WUBBOW80eHdXR1RWWDQ/view
Creating a custom floor and walls in Photoshop
For this I am assuming you are using my template.

There's not much to explain about floors. You draw a floor in the image as viewed from a top down perspective. Source images from google and use the clone tool with soft edges to create a nice blend between foilage. Keep floors on a seperate layer from your walls.

Step One:

Open the file "data_leveltemplate/textures/background/level01bg_mymodname.tga".


Step Two - Grid Set Up:

We will be using the grid to make the creation of walls easily. Walls can be any shape or size, but the official standard is 16 pixels wide. The grid also helps in getting the spacing for doorways correct (4 x 16px grid spaces).

Push "CTRL + @" to enable the grid overlay on your image, it likely won't be showing in 16px, lets fix that.

Go into Edit > Preferences > Guides, Grid, Slices.

Set the options up like this:



And your grid is perfect. Each small square is 16px. Use the rectangle wall to easily fill squares in black to draw walls.

~~FABULOUS TIP:~~~~
Try to make sure your levels width and height is divisable by 16 so you're not left with 8 spare pixels on the side.

Drawing Walls:


Note: Keep your walls on a seperate layer than any floors you may have painted!

If you had been reading this properly you would already know the technique you should be using. But for those just jumping in, pick black as your primary color, and start using the rectangle tool along with your grid to fill grid squares in to create a wall plan, like this:



Notice how it lines up with the grid perfectly, and the 4 square spaces left for doorways.

However! If you saved this and tried it you will notice your walls don't work!

The game requires you to create something called an alpha channel to define walls. This is very easily done.

Creating an alpha channel to define your walls:

Step One:
Go to the window tab at the top and make sure you have the channels window visible. Click the icon that looks like the new layer button in the channels window. This will create an alpha channel for you.

With the alpha channel selected, push CTRL + A to select everything, and fill with black.

Go back to your layers, and hold CTRL and left click the thumbnail of your walls layer. This should select all the walls in your layer.

Go back to your alpha channel, the selection of your walls should still be there, and fill the walls selection in white so you end up with something like this:



Basically anywhere that is a wall = white, and any walkable area = black.

Make sure you update this alpha channel if you change your walls layout!

Saving your work properly:

First off, save a PSD file of your map, so you can come back and make changes later if something needs changed.

It will want to save as a PSD file now that you have created more than one layer, so make sure to select TGA and overwrite the template TGA file, so the name stays the same and no connections are broke in the xml files.

That's it, make it look good. You can make stuff like curved walls using this, and you'll have a completely unique background to your level, which is fantastic!
In-Game Editor Business
Coming soon.

This will go over various things, such as random spawn points, patrolling enemies, spawn points, and more so you can begin to turn your background into a full level.
Custom Objects
This part is coming soon.

It will teach you how to create custom objects for your levels so you can create your own to litter around the map.
Extras Stuff
Coming soon.

I'm not sure all of what will be over here but theres more I want to cover.

  • I will go over how to create a custom drug bust evidence object using what is leaned in the custom object section.
  • I will also go over making your level look quite a bit better with something Killhouse used on later development. (Overlays)
13 Comments
Hydro Nov 22, 2019 @ 2:46am 
hey im making a map using the in game map editor and i cant seem to set an amount of swat troopers to be able to spawn, i have the 2 spawn point but when i test it, it says "0/0 troops deployed" how do i make it so i can spawn 2 troops?
GKD-LSP <( ̄︶ ̄)↗[rush B!] Nov 21, 2019 @ 2:25am 
1
MrElix3r Aug 25, 2018 @ 12:26pm 
You can use Gimp. To add "alpha channel" in Gimp you'll right click the layers window and create a new layer mask, just make sure you have all the walls selected when you create a new layer mask. Gimp just doesn't call it simply Alpha Channel.
Took me FOREVER (Literal days of tinkering) to figure that out!
Spyder  [author] Apr 26, 2017 @ 9:12am 
The in-game editor wasn't in the game when I wrote this guide. There's probably far better ways to go about making maps for doorkickers now. I'd consider this (unfinished) guide outdated in some ways.

One thing about using the likes of Photoshop however, is that you add far more detail and uniqueness into your maps than just using the in-game editor.
piper.spirit Apr 25, 2017 @ 5:30pm 
This is a good guide on how to set up and use photoshop, however unless you are a skilled with graphics, your probably best just to use the ingame editor.
Spyder  [author] Jul 3, 2016 @ 3:23am 
You can still make maps without being able to change the grid size. What the grid size change helps you do in Photoshop is follow the style of the official levels with ease.
Sweetshart Jul 3, 2016 @ 2:22am 
I guess i can't make maps seeing as how i only have paint.net and you cant change the grid size ;-;
SchlabberLachs Jan 3, 2016 @ 2:58pm 
Awesome guide! I really want to make some nice levels. Please add a guide how to create costum objects (cover and static).
Spyder  [author] Dec 20, 2015 @ 6:08am 
P.S This guide likely won't be compleated, as I don't really play doorkickers any more, but I'll keep it up, because it may be some use still.
Spyder  [author] Dec 20, 2015 @ 6:07am 
@Bit, Yes. The game basically uses a texture as the floor, and you have to paint that texture in Photoshop or another graphic editing program.