Unturned

Unturned

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Unturned Map Editor Guide
By Skypirinha
Explanations, tips and tricks about the Unturned Map Editor and the basics of mapping.
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I'm going to make a guide about the devkit in the near future. (smal part already implementet here)
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Finished:
Introduction, First step,
Terrain -Height -Material -Detail -Recource
Environment -Lighting -Navigation -Nodes
Spawn -General -Animals - Items -Zombies -Vehicles
Level -Objects
Special -Spawn Tables


Under construction:
Environment -Roads

To do:
Level -Visibility -Player
Special -Satelite&Chart -Publishing -Creative -Balancing -Testing
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Before you start
Two things before you start:

1.: This is not eZ pZ 360noscope and you have an awesome map. This is hard, long and particulary dirty work; but if done right you'll have a lot of fun and it'll be definitely worth it!
"Doing it right" means: Do it because You want to create a map You enjoy to play!
Not because you want fame, 10000 positive ratings and a medal from Nelson himself.
When you don't enjoy it, maps stay unfinished and you'll have no fun
- > Do it for fun or don't do it at all!
(Or you make a map to test things. Should be, and usually is, very fun.)

2.: Every map starts with an idea! Before you do an average PEI 2 or New York or Washington Reloaded, get creative, get an idea and make a concept! This is a thousand times better!
Example:
- When the gas mask update came out I had the idea of making a 100% dead zoned apocalyptic map.
- A fast pvp map with guns at the spawn, only small sized and one big town.
- Survival based, with focus on hunting, crafting, wandering to the few loot points and sneak for loot.
- Your own ideas.
Map Type and Size
There are 3 types:, Survival, Horde*, Arena
and 3 sizes: small, medium, large

You have to choose these depending on your idea and/or concept.
You can make some wired combos like smal survival, but usually it's like this:
Horde* maps are small.
Arena maps are small.
Survival maps have medium or large size.

I recommend to take medium for the first mapping training and for maps with few or no water (rivers/see/lakes) because a large map is much more work than a medium sized one. (4 times more area)
For Islands-maps Large is often the best size cause the distance between the islands and the world boarder is bigger. Choosing medium makes everything very close.

It's definitely better to have a good looking detaild medium map than a poor looking large map.

If you want to get an idear how big a mapsize is, you can enable cheats and fly around wit a helicopter (russia is big the other official maps are medium).
The comand:
@Vehicle YourName/94

*Horde maps are removed, you can't create them anymore, but you can still edit and play old horde maps .
Terrain - Heights
The Heightshape is the first thing to finish but before you start working with the heights tool two things have to be done:
  1. (obvious) Go to "Material" and click "Bake Low Quality" at the bottom right of the screen to get rid of the black ugly texture. (Now it should be sand.)
  2. Think about how deep your water has to be.
    The "Sea Level" ranges from 0 (0% water) to 1 (100% of height is water) and can be changed in the "Environment" -> "Lighting" at the bottom left of screen.
    Set the Sea Level depending on how much space you need below the sea level .
    • Only land, no lake and no river: Sea Level 0
    • Some smal lakes and rivers: Sea Level ~ 0.05
    • Coast and sea: Sea Level ~ 0.1
    • Deep sunken ships, not possible
      to reach without diving gear: Sea Level ~ 0.2
    • A big part of the gameplay is
      diving marine bases & fights: Sea Level ~ 0.5
    • Underwater Map: Sea Level ~ 0.99
    But attention: The deeper the ocean, the lower the hills.

Now it's time to start creating the Heightshape.
Noise
  • The more the scroll bar is set to the right, the further smal spikes will rise when terrain is lifted up, or fall when trerran is pulled down.
  • Scroll bar total left -> no effect.
  • Scroll bar total right -> disables heigt tool from doing anything. -.- (bug Bug bug)

Size
  • Regulates the size of your height tool.
  • Scroll bar total left -> Only one of the smallest units of terrain is influenced. It's not possible to edit terrain height in more detail.

Strength
  • The more the scroll bar is set to the right, the faster your tools will work.
  • (detailed <-> fast)
  • Scroll bar total Left -> disables height tool from doing anything.

Height
  • Only effects the Flattern tool. (explained after a few lines)

Raise and Lower
  • Let your terrain raise up or fall down.
  • The center of your tool's circle is more effected.
  • During pressing leftmouse the terrain changes, this may shift your tool with it, resulting in unsymmetric hills. Only when you look straight down you avoid this effect.
  • It's possible to move the mouse during the use of all tools.

Smooth
  • Reducing edges, spikes, hard raising, ...
  • The general tool size is very important for the smooh tool: With larger size a bigger context of terrain is smoothed. -> Makeing your own experience is the best. :)

Flattern
  • Raises the Terain very fast to the set height in the "Height"-Option mentioned above.
  • When the Flattern hotkey (default E) is pressed the height is automatically set to the current height of the terrain at your mouse cursor!
  • This tool makes huge pillars with steep sides, the best way to make cliffs.

Primary and Secondary
  • A map has 2 layers of terrain: The Primary and the Secondary.
  • The Primary is the one your playing on. It's ending short behind the world border
  • The Secondary is for making the terrain outside your map. (Hills and islands you can't reach, only for cosmetical reasons.)
  • It's possible to raise the Secondary over the Primary. But only in very few cases this makes sense cause the Secondary is less accurate textured and modifiable .











Tips and Tricks
  • Use the flattern tool to flattern areas where you want to place a town or farm etc. and for cliffs, but not (much) for terrain height generation.
  • Use noise only at the end of the terrain shaping this way: Noise-high; Strength-low; Raise tool
  • Using different sizes during basic terrain shaping with the raise tool to often, result in very irregular terrain. Big size smooth tool and then small/medium size raise tool can help in this case.
  • For interesting hills and mountains also use the Lower tool.
Terrain - Materials
The Material part is very important for a map but particular very bad explaind in the editor.
First of all the easy settings in the left bottom corner (from bottom to top):

Primary / Secondary
  • You can switch between the primary and secondary Height layer (chapter before) to paint or generate material.
Size
  • Size of the brush tool.
Noise
  • Max left: no effect
  • The more right the lower the chance (per time!) of a terrain field to be change to the material you paint with.
Preview Baked
  • This is not easy anymore... so here is a more detailed explanation.

  • There are two modes / dimensions / layers / whateveryoucallit :
    1. Canvas Painting mode
      and
    2. Real World / Result mode
  • You can switch between these modes with enabeling the "Preview Baked" option in the left bottom corner to get the Result mode or disable it to get to the Painting mode.

  • Only when in Painting mode you can MANNUALLY paint the Materials with the brush tool to your map!
    In the Result mode you see what the AUTOMATIC Terrain baker algorithm baked for you.
    What you see in the Result mode you will see ingame - not what you see in the painting mode!!
    Press "Bake High/Low Quality" to let the Material be generated. Now you are automatically in the Result mode.
    At the end of this guide is a detailed description how this mysterious algorithm works.
    (With the "Mannually painted" and the 3 "ignore..." settings you can make your painted materials more "resistant" against the bake algorithm. Details below.)

  • To understand all features and the algorithm - most importantly how to telll him not to override your paintings (patience its at the end) - every Material option is explained now.
Overgroth
  • When set to max left no details and recources "spawn" on this material.
  • The more right the more details and recources will be generated.
Chance
  • Same as above (the two options works additive)
Steepness
  • Sets the average level of (height) increase the material is generated arround.
  • Left means flatt, max right means vertical but total left stops the material from being generated by the material bake algor.
  • (This hinders you from stetting a material for 100% flat areas on the map, it also belongs to the height!!!)
  • Examples for theorists: Dirt Steepness max right (90 degree); Grass Steepness left (0 Degree) :
    The border will be at 45 degree.
    Now Sand with Steepness almost left (10 degree) : The Grass will only be at flatt areas < 5 degree (middle between 0 & 10), Sand will be at the more steep parts up to 50 degree (middle 90 & 10 is 50) Dirt remain.
    But away from the theory make your own experience! Especially in combination with the Height it's getting complex.

Transition
  • Usually this makes noisy borders between materials, a higher value (more right) sometimes result in more presens of the Material and sometimes less.
  • This option is sadly very very random and i can't realy find out the system. Please comment if you know more detailes about this.
  • Try and Error is the Key :/
Height
  • Works similar to Steepness but with total Height (not increase).
  • Set to max right (1) stops the Material being generated cause of height.
  • 1 is the maximum heigt of the map 0 the minimum height.

Grassy 1
  • When enabled details with enabled Grass 1 and Recources with Tree 1 can spawn (by the Detail/Recource baker algorithem)
Grassy 2
  • Details with Grass 2 and Recources with Tree 2 ...
Flowery 1
  • Details and Recources with the Flower 1 option enabled...
Flowery 2
  • 1 -> 2
Rocky
  • Same
Road
  • Guess it ^^
Snowy
  • Same
Foundation
  • This Material will be placed under roads and any objects at the ground.
  • It only works with "Bake High Quality"!
  • Only enable this at one Material (When multiple Materials are set as Foundation, only the Material with the lowest number will be used as the Foundation Material.)
Manually Painted
  • Enable this if you don't want this Material (painted in Canvas Mode) to get override by the Material baker algorithem.
  • Without this enabled the 3 following are useless.
  • With this setting and the following 3 enabled the baker algor. has no effect to the Material. (Others can be changed.)

Ignore Steepness
  • The Steepness of other Materials can not be the reason for this Material to be overridden.
Ignore Height
  • The Height of other Materials can not be the reason for this Material to be overridden.
Ignore Footprint
  • The Foundation Material caused by roads or Objects can not override this Material.
Bake High/Low Quality differences
  • The Foundation option (ignore footprint goes with it) is ignored in the Low mode.
  • The High Quality smoothes the Material-borders a bit and make them more detailed. Some smal single points will be overidden.
  • Depending to High Quality or Low Quality the optic of a Transition between Materials is effected. (Try it and you will see what i try to say.)
  • Low Quality is faster.
Tips & Tricks
  • Make your own experience how the Material bakeing works.
  • No need to "bake" when grassy, flowery,... settings are changed.
  • Make you own experience.
  • The (for ex.) Rocky setting in default generates pebbels (details) on the Material, but you can change the Details and Recources settings. So you can have, instead of pebbels, wheet and maples there. So Rocky does not mean pebbels anymore. (Same with grassy 1&2, snowy,...)
  • It's very easy to forget the Overgrowth and Chance option. (let them remain at the max left position) Also don't foreget that they are doing one and the same thing!
  • Make you own experience.
  • You can change a Materials Chance & Overgrowth setting after you bake the Details and then bake the Recources (or other way round) to have an other frequency of spawning things.
Terrain - Details
The Detail system is a short part.
The most important things:
  • Details can't be placed manually. -> you have to use the Detail Baker.
  • Density and Chance almost do the same. One to max left prohibit the Detail from appearing.
  • The Details work withe the grass 1/2, flower, rock, road, snow system of the Materials.
  • To manage Material specific differences in density of a Detail, change Overgrowth or Chance setting at the Material.

Tips & Tricks
  • Make use of the grassy, rocky,.. System: You can change the Material settings AND the Detail settings. So you have 6 groups (grassy 1/2, flowery, rocky, road, snowy) - each Detail can be part of every group - each Material can have every group of Details placed on it.
    So your possibilities are endless.
  • Details don't stop spawning underwater! So pay attention with your Material underwater (usually sand).
Terrain - Recources
The Recources work 95% similar to the Details (chapter before).

The difference is: You can manually delet and place Recources.
But they will be overridden when you bake them.
The Baking is now divided in to 3 parts:
  1. Bake Global: Whole map is effected
  2. Bake Local: Only small area under you is effected.
  3. Bake Skybox: A small ring of the secondary terrain layer around the worldborder is effected.

Tips & Tricks
  • Make use of the grassy, rocky,.. System. Your possibilities are endless.
  • Recources don't stop spawning underwater! So pay attention with your Material underwater (usually sand). but this time you can remove Recources manually,
  • Bake Local is good for testing cause it's faster and doesn't place much recources underwater, if you have the problem mentioned above.
Environment - Lighting
Crazily you find some important options here having nothing to do with light.

Sea Level
  • Like I explained in the Terrain - Heights chapter, you can set the height of the water on your map here.
  • Setting the Sea Level to 1 disables (sea)water on your map.
  • It's a merciless option cause the water surface is a cut throu the whole map, even the secondary height layer.

there seem to be issues with weather in the editor, weather not showing up in editor snow also not in the game.

Snow Level
  • Above this height players start freezing and it's heavily snowing all the time.
  • Set this to 0 to disable snow on your map.
  • The snowy effect is fading out some height meters below.
  • It does not automaticaly turn the bottom Material to snow! You have to fit this manually.

Rain Frequency Multiplier
  • You can make a rainstorms more common with numbers lower than 1
  • Or you can make them less common with numbers higher than 1.
Rain Duration Multiplier
  • Numbers higher than 1 increase the duration of a Rainstorm. Lower ones decrease the duration.
  • Don't set this below 0.01, cause lower values stop rainstorms from appearing.
  • 0.01 result in a ~1 minute long rainstorm (with default Advanced map settings).
Storm
  • Press it to toggle on/off a rainstorm in the editor.
  • Has no effect to your map (gameplay). It's only there to see how your map looks during a rainstorm from the editor. (no need to start the map and start rain)
Can Rain
  • If you don't want any rainstorms you can do it with putting a red cross here.
Moon
  • Switches the moon phases. Again only for looking in the editor.
  • You won't see anything when it's daytime in the editor
Time
  • Changes the time in the editor.
  • Again only too see your map at nighttime in the editor. Very important for the Lighting!!!!

Finaly we come to the Lighting.

Azimuth
  • You can change the position (rotate) of sunrise and sunset.
Bias
  • Max left: Only night
  • Max right: Only day.
Fade
  • Max left: No transition and overlapping between the different Lighings of the daytimes
Dawn Midday Dusk Midnight
  • Sets the time in the editor to this daytime in order to se what you do with the following settings.
  • All following settings will effect the daytime you have selected. Attention when you switch.

Sun: Color of the Sun (at the selected daytime).
Sea: Color of the Sea.
Fog: Color of the Fog, but enable Fog to see how it look like.
Top Sky: Color of the Sky.
Middle Sky: Color of the horizon.
Bottom Sky: Color of the skybox under your map.
Top/Middle/Bottom Ambient: Color of the Light coming from this direction to an object, tree, grass,...
Clouds: Color of the Clouds.
Rays: Color of the Sunrays.

Intensity
  • Brightness addition (right) or subtraction (left) to the 3 Ambient Lighting settings.
Fog
  • More right - more Fog
Clouds
  • More right - more Clouds
Shadows
  • Max left: No Shadows
  • Max right: Dark Shadows
Rays
  • Max left: No Sunrays.
  • More right - more and more intensive Sunrays.

Tips&Tricks
  • Use the Time bar to get an idea how the Lighting changes over time. But pay attention here! Clouds does not change withe the Time bar. You have to click the specific daytime button at the right hand side menue. Also the whole Lighting options (Sun, Sea, Ambience,...) stay in the daytime you clicked and does not change to the time you set with the Time bar! (Example: You see it's Dawn but the Lighting options are for the dusk and you wonder why nothing is happening by changing values.)
  • Never set the Sea Level to 0 cause then you have flickering blinking textures at the bottom of your map. Set it to 1 (disable) and it's fine.
  • During your work in the editor you shoud set the Snow Level to 0 (disable) cause the gray foggy sky blocks your overfiew over the map.
  • Setting the Snow Level to 1 makes nice snow effects on the top of high mountains without letting players freeze. (At a mountain height of 1 they would still freeze.)
  • when the rain duration and frequency is very important for you(r map) take a stopwatch and look how long rain lasts and how long the time betweeen rainstorms is !-During-! your normal playtestings.
  • If the Azimuth scroll bar is set 75% to the right, the sun rises in the east (if the top of the chart is north. Than all makes sence. ^^)
  • The Lighting has a very big influence to the atmoshere of your map. Once you finished your terrain you can spend a lot of time with finding out the best Lighting for your map, but it's worth it. This gives your map an unique feeling.
  • The Lighting has to fit the concept of your map. (makes the map awsome)
  • Make many experiments with the Lighting setting and, as always, make your own experience :)
Environment - Roads
A good orientation, much easyer to travel on and wouldn't it be strage to have no roads?

The Three most important things first:

Leftclick
  • Either you place a new road marker (the cute white little cubes)
  • Or you select an existing one.
Del
  • Removes the selected marker
  • Only one marker can be selected at a time. So deleting roads is nasty work.
E
  • With default E (or the key you can move objects around) you can also move road markers (all 3 colors)

Bottom left corner:
Offset
  • The Road is lifted up over the marker. The white Roadline indicates it.
  • Negative values make the road go to an underground expedition. ^^
Loop
  • Enabling Loop will connect the first and the last marker witht a roadline, so (after baking) there will be a perfect closed roadloop.
Ignore Terrain
  • Usually roads are build on the ground and follows the smal up and downs between two markers (ignore terrain disabled)
  • But when enabling this, the road(line) just goes strait to the next marker. Road might cut through terrain or goes though the air.
  • This option is individual for every roadmarker. You can choose for every road segment if you want it to ignore terrain or not.
Mirro Aligned Free
  • This option is also marker-individual.
  • It changes the behavior of the yellow and blue marker:
    • Mirror: Blue and yellow always in one line (with the white one) and same distance from white
    • Aligned: Only in one line not same distance
    • Free: neither nor. (only good for making roads looking terrible)

Roadtype list
  • Select the roadtype for the roadsegment with the selected marker or for the next road you want to build.
Width
  • Higher values expands, lowers narrows the road (the texture get's stretched)
Height
  • Stretches the texture along the road
Depht
  • How thick the road schould be (the sidings became longer)
  • Very high values lift the road up
Concrete
  • ???
Bake Roads
  • Creats the roads acording to the markers on the map.

Tips & Tricks
  • Moving the blue and yellow marker away from the white one makes much smoother curves.
  • Be carefull with placing many roads early in the maping progress cause canging, especially removing is not fun.
  • You can disable the visibility of all road makrers and lines to get a better look at your roads.
Environment - Navigation
Without navigation these braindead zombies don't do anything! They need a navigation map in order to walk (to you and eat you). So you have to use this Navigation feature before you can place zombie spawn locations.

General Stuff
  • There is a white flag flying around with you mouse cursor.
  • The flag represents the middle of a navigation area.
  • A selected flag is red.
  • The inner lines (rectangle) mark the navigation area, only this area zombies can walk on.
  • The outer lines mark the view/render area, when you enter this area the zombies will "appear".

Keys
  • With left lick you place the flag down, or select an existig flag, when you couror is pointing 100% on the existing one.
  • With "del" you can delete the selected flag.
  • With the button you use for placing objects (defalut E) you can replace a selected flag.

Height & Width
  • Set the Size of the selected navigation area

Bake Navigation
  • And another baker algorithm. This one calculates the walkingpaths for you zombies. So all you've done here (navigation settings) before will have no effect untill the "navigation baker" !!Finished!! his job.
  • Only the selected navigationarea (flag and area are one objekt) will be calculated.
  • And this is the most time eating progress... My computer is not a monster high end gaming machine, (yes it's scrap) and thats the reason why this calculation progress can take 15 minuts -.-
  • The calculation time is influenced by 3 things:
    1. Size of the area, height * width.
    2. PC calculating speed. (Don't ask me which part contibutes how much for this specific calculation.)
    3. The complexity of the area, flat areas are fast, high detailed with more layers (houses) take more time.
    It feels like a size increase causes a disproportionately high increase of calculationtime!

Tips & Tricks
  • Remember all changes (size, position,..) first become effective after you baked this navigationarea.
  • For testing a map it's just faster to have smaler navigationareas, but for the final map its better to have larger areas.
  • Puting the navigationareas next to each other (overlapping) does NOT make the zombies walk into the next area, they are chaught in the area they spawn in!!!
  • So definitely avoid overlapping navigation areas!
  • Also try to avoing overlappings of the view areas, cause you only can see zombies of the area you are standing in, with standing in two view areas the same time will only show you the zombies of the area you entered first.
  • With a north - south and east - west orientation (not rotated) of your citys, the navigation areas will fit the best!
Environment - Nodes
What is a "Node" ...? ... ... ... It's a special place on your map ... where special things .. can happen.
Yea best explanation ever... Perhaps it's better to just go on describing every single option.

In the left bottom corner is a little button showing you what is selectet. You can switch between all options with clicking it.
All further nodetype specific options appear in the upper right corner.

Location
  • This is for creating names appearing on the ingame minimap. (GPS or Chart required)
  • Just place the tiny red box approximately in the middle of the town or airport or ... whatever on the ground or inside a house or underwater, it does'n matter.
  • In the empty bar in the other corner you can type in the name of the location.
  • You can replace locations when selected (cleftclick, now it's red) with E (default).
  • deleting (del) and renaiming is also possible.

Savezone
  • Inside this Sphere the Savezone-Rules apply: no punching, no shooting, no useing explosives, no building, no damage from anything, some more.
  • With the radius bar you do obvious things...
  • Just dont enable Height... just dont... there would be a GLOBAL savezone OVER the height of the midpoint of the sphere... don't ask me.

Puchase
  • This is for buying guns, amo and other stuff on horde maps... but they are removed... Illuminati!!!
  • Radius is obvious.
  • ID is the Item ID of the item you want to be puchaseble in there. It's not the spawn (table) ID!
  • Cost is the amount of points a player have to spend in order to get the item. In survival and arena mode players can get as many as they want - whatever the costs are!

Arena
  • Have you played some arena games? Than you know the white line coming closer and closer and kills everybody outside. This option is this thing.
  • Think about where the center should be and how long it should take to make this thing end the game.

Deadzone
  • Without a gasmask or a biohazard hood a players infection bar will decrease very fast inside this sphere and kill him fast.

Airdrop
  • Do you want to have airdrops on your map? Guns, food, blueberrys, or...
  • Pay attention that the ground around the droppoint if flat (horizontal), in order to make it look good. Not like this:

Effect
  • A sound is continuously played in the area (it's fading out when you go away).
  • Radius is for setting the size when the form is set to sphere
  • Width, Height, Length is for size setting when form is set to box.
  • Effect ID: You can set the sound here.
    Go to:
    Progams - Steam - steamapps - common - Unturned - Bundles - Effects
    or browse the local files of unturned:
    (in Steam: Libary - rightclick Unturned - properties - local data - browse local data - Bundles - Effects)
    Here you can see all the Effects and the ID's (open the folders and the text document inside and in the second line is the ID of it)
  • Honestly: I have't figured out what "no water" and "no lighting" does. :/

Tips & Tricks
  • Don't use every nodetype for your map. Think what you want and what you realy need! sometimes it's cool to leave some location names out (an unnamed location) have no airdrops and/or no deadzone cause it dont fit.
  • Get creative ;)
Spawns - General
There are many option all 4 spawn sections (animals, items, zombies, vehicles) have in common, so I decided to explain them once in this chapter.

What is a (spawn)table?
  • A table is a collection of chances for animals, items, zombies and vehicles. They change what and how likely this will spawn. Or how they look like (only cloth options by the zombies)
  • Zombietables have also propertis, they are not influenced by any chance.

First the bottem left located options:

Radius
  • Changes the size of the Sub (remove) tool.
Add
  • Adds a spawnpoint of the selected table when you leftclick.
  • Multiple spawnpoints can overlap.
Sub
  • With leftclick you remove every spawnpoint of this type (animal or item or...) in the red sphere.

Now the right side located settings:

Selection
  • Shows you the ID number and the name of the table you have selected.
  • Or is blanc when no one is selected.
  • Below this field the list of tables you created will be. With it you can select the diffrent tables
Table (Add&Sub)
  • Here you can type in the name of a new table, press Add to create it. (Make sure no table is selected when you do this!)
  • You can rename a table when it is selected.
  • Or delete it when selected with Sub.
  • It also shows which table is selected.
Color
  • A bunch of options to set a color for the selected table by draging bars (or typing numbers).
Tier (Add&Sub)
  • You have to divide your spawntable into tiers, all items inside a tier has the same spawn chance.
  • Here you can add a tier (type in the name and press the Add button) or change it and it indicates the selected tier.
  • With creating more tiers this field is going down and a list of your tiers (you can selsect them by clicking) builds up.
  • Under every tier is a slide bar to set the chance that something out of this tier is spawning.
  • Changing one tier has oposite influence to all other tiers. A bit nasty :/
  • With Sub you can delete the selected tier.
  • Zombie-Tables have no tier segmentation. Zombies of one table are very similar to each other.

ID (Add&Sub)
  • Here you can finaly add specific animal items or vehicles to a tier and your spawntable.
  • Type in the ID from the List (items and vehicles) http://steamcommunity.com/sharedfiles/filedetails/?id=384578439 and press Add.
  • By pressing Sub the item/animal/.. you last leftclicked is removed. If you hadn't clicked anything yet the first added thing is removed (top of the list) ... Yea not cool but it is this way.
  • Another bad news you can't change the order in the list. (Nelson Pleeeease ...)
Spawns - Animals
moooo oink oink *howl* ... yes animals they make the dead wilderness live ... <3

Spawn ID
  • Go to:
    Progams - Steam - steamapps - common - Unturned - Bundles - Spawns - Animals
    or browse the local files of unturned
    (in Steam: Libary - rightclick Unturned - properties - local data - browse local data - Bundles - Spawns - Animals
    Here you can see all the Animal Spawn Tables and the ID's (open the folder and the text document inside and in the second line is the ID of it (and in the following lines you can see which animals are included.)

Animal ID list
  • 1 Deer
  • 2 Moose
  • 3 Wolf
  • 4 Pig
  • 5 Bear
  • 6 Cow
  • 7 Reindeer

Well that's everything you need to know * ... :)

Hint
  • * Don't try to remember just try and error every time you add animals too your map.
  • Animals move around they don't stay at their spawnpoint.
[/olist]
Spawn - Items
It's against my layout but...

Ultimate Tip/Trick
  • Go to the display settings, disable full screen and choose a window size with a smaler width than your screen (height can be as large as your screen).
  • Open this link (already in the general chapter) with your favorite browser (making a bookmark for it is even better).
    http://steamcommunity.com/sharedfiles/filedetails/?id=384578439
  • Drag the Windows like this:













  • Now you don't hate your life anymore cause of item and vehicle ID's.

Back to tradition - here the explanation of the one lonely item specific option.
(All others are explained in the Spawns -General chapter.)

Spawn ID
  • Skip this option, let the 0 there.
  • Cause this option will overide all further setting with Nelsons spawn tables.
  • Want to know his tables and which number means which loot?
    Go to: Main Menu - Workshop - Spawn Tables and try yourself or read the Special - Spawntables chapter of this guide.

Tips Tricks
  • Pay attention when adding new itemtables. You may have an other selected and double the name of this table or accidently change it.
  • Give every itemtable a unique color that fits the content of the table (in your oppinion).
  • Use your brain befor you start with this. Think detailed about how you want your loot to be distributed over your map with its difrend kind of loot points and zombies. Think about which items you want and which not. think about uncraftable items cause of leaving out an item. And of cause think about the chances of an item to drop. And much more!
  • The total chance of an item to drop is depending on how likely the tier is and how many items are in this tier and in how many tiers this item is in. -> complex
  • You can link an item table to a zombie table (in the zombie settings) to let them drop an item out of this itemtable. So also think about zombie drop item tables.
Spawn - Zombies
Zombies! The core of a zombie survival game of cause. So get creative and think about what kind of zombies you want to have.

The Zombie specific options:
(All others are explained in the Spawns -General chapter.)

Mega
  • Enableing this will transform all Zombies of this type to Hulk Zombies
  • This has no effect to the strength (health / damage)
Health
  • Amout of damage a zombie can take without dying
  • 100 is default value and equates the health of a player
Damage
  • Amout of players healthreduction when hit by this zombie.
  • Over 20 (in normal mode) this usually causes bleeding.
Loot Index
  • When an itemtable ID of one of your itemtables is set here the zombie can drop items out of this itemtable (chane of spawning => chance of dropping)
  • Zombies does not drop items everytime there is a chance in the advanced map settings (default is 50%).
Loot ID
  • When this is not " 0 " it will override the Loot Index setting completely.
  • The zombie will now drop items out of the spawn table with this ID (read the second last chapter for understanding spawn tables)
XP
  • Amount of XP a player gains by killing this zombietype.
Regen
  • Amount of time a zombie needs to restore a certain amount of Health. (Don't know whether a %-tal amount or a flat amount of health is regenerated)
  • Higher numbers result less powerfull healthregenaration.
  • "0" is the highest regeneration, but it does not restore full health instantly (still can be 2 or 3 shooted).

- Zombies have no tiers! - They don't need... cause they have swag. -

Shirt
  • % chance of a zombie wearing a shirt
  • You have to add items to the list at the bottom by typing in the item ID in the ID field below the Gear option and pressing Add.
  • Only shirt ID's will be accepted
  • With clicking to hat/ pants/ gear, the Shirt-list will hide and the other list will appear.
Pants
  • Same with Pants
Hat
  • Same
  • But not only Hats work, also masks and glasses work
  • Look at the Item list (guide in Item chapter) what counts as glasses (and Masks)
Gear
  • Here also backpacks, vests, glasses and masks are possible to add
  • If there is a duell between 100% Hat blue bandana and 100% Gear red Bandana... the Hat winns!

"Tips&Tricks"
  • When adding clothings and gear to zombies they don't drop it, they only drop what's in the itemtables.
  • Not every zombie "pillar" will result in a spawned zombie. There is a spawn chance in the advanced settings (default is 25%).
  • Use the possibility that you can put f.e.: masks/caps in the gear or the hat setting to your advantage. Example: Every zombie has to have a bandana and can have a backpack and can have a cap. Solution: Bandana to hats, backpacks and caps to gear.
Spawn - Vehicles
And again a very similar part to animals, items and zombies. But some differences you have to know, so let's get started.

Again only the vehicle specific options are explaind here.

Bottom left option

Angle
  • This is a Vehicle specific option, setting the direction a spawned vehicle will face.
  • A little arrow shows which side is the frontside.

Right side options:

Spawn ID
  • Go to:
    Progams - Steam - steamapps - common - Unturned - Bundles - Spawns - Vehicles
    or browse the local files of unturned
    (in Steam: Libary - rightclick Unturned - properties - local data - browse local data - Bundles - Spawns - Vehicles
    Here you can see all the vehicle spawntables and the ID's (open the folder and the text document inside and in the third line is the ID of it (and in the following lines you can see further information about thevehicle.)

Tips & Tricks
  • Dont put multiple Vehicle spawns into each other (or to close) unless you want crazy car piles for a scrapyard or so.
  • The spawnrate of vehicles is lower than the rate of items or zombies.

Level - Objects
A map without objects is like a house without walls. And because this is so essential there is a big example part instead of tips and tricks.
But first of all the bunch of options:

(bottom left)
Snap Transform
  • When holding shift and transforming an object, the object will only move in steps of the set size.
  • Try 0.5, 1 and 2 and find out how the objects behave.
  • Change the number depending on the situation you have to handle.
  • When you use the scale tool the meaning of the numbers changes a bit:
    1 means 100% 0.4 means 40% 3.6 means 360% of the size of the object in the moment of leftclicking one "scale-arm"! **

Snap Rotation
  • When holding shift and rotating an object ,the object will rotate in steps of this amount of degrees.
  • Change the number depending on what you need and with which you feel comfortable.

(keyboard)
Q
  • The Transform tool you can moove an object in the direction of the 3 arrows (click and drag), or on one of the 3 faces the coordinatesystem span. (click inside one square and drag)

W
  • Nothing special... click and rotate.

E
  • Press E to place an object or relocate it.
  • When an object is selected you relocate it, otherwise you place a new one (if one objecttype out of the right list is selected, not on the map).
  • Control + Z is your friend you can undo multiple steps (rotation, transformation,...).

R
  • A very cool tool to change the size of an object, either in the direction of an "arrow" (click and drag), or in all directions at once (click the white cube and drag).
  • When you make an object 100% flatt (with snap transform) it becomes black, unselectable by clicking it (use the selection window (leftclick and drag)) and players can walk through it. so not very usefull.


  • ** Example: Snap Transform 0.5
    You half the size of the object with moving one step and lift the mouse key. Now your steps are not 50% of the original size , they are 25% of it cause the new (halved) size is now the 100%. (50% of 50% is 25%)
    (You dont understand this sh*t? No problem just make your experience with this tool :) )

Global/Local
  • This changes the orientation of the coordinatsystem (work coordinatesystem) you need for transforming rotating and scaling.
  • Global means your "work" coordinatesystem is parallel to the "world" (exact horizontaly and vertically)
  • Local means the work coordinatesystem is fixed to the selected object.
  • Rotate an object a bit (two axis), swap between the two modes and you will understand.

(right side)
Selection
  • When an object in the list (not on the map) is selected it is named here.

Search
  • This is a typical name filter search function. I really really hope you know how this work.

The 6 Filters
  • Nobody wants to search for single objects in the whole list by scrolling, so all objects are divided in 5 categories (Yes 5. NP's is empy)
  • When you have no idea how the objects you know from the game are named and in which category they are located, I recommend to place all smal objects on a testmap in a row than every medium and than the large.
  • Perhaps you know the baricades and structures from ingame? It's exactly the same here. Well not exactly, you can place walls without pillars or doors without doorways and you dont have the positioning help like ingame :(

Example Tricks
  • Higher Mast:
    Flip and be boss ;)






  • Wrecked Plane:
    Other planes are used as broken parts.











  • Big Laboratory:





  • Sunken Ship:
    Important: First assamble the ship with all fixed parts like controles, ladders, broken glass,... Second: Rotate the ship with all new objects.
    Finaly: Add more objects to get a messy look.







  • White Tends:
    No medic tends anymore







  • Be crazy and creative - try out things - thats cool :)
Level - Visibility
Visibility: short, easy, usefull. Sounds great? Ok let's go:

The meaning of the Numbers:
  • The first two are just coordinates. Caue every group has a different position these two numbers are different
  • The following two percent% numbers and the last number are indicating how complex your map has in this area. Also the collor changes with higher complexity. (From white to green to yellow to red)
But only Resourses and Objects effecting the numbers, Detail, Terrain volatility are not effecting these numbers. So you may have performance issues caused by tonns of flower Detail, but the "complexity" values are small.

The options at the top right side just hide all these things in the editor, its very obviou.
But the roads button only effects the lines and cube markers needed for the baking of the roads. the road itself remains.
Level - Players
- - -
Special - Progress Order
...
Special - Publishing
...
Special - Creativity
...
Special - Chart & Sattelite
...
Special - Spawn Tables
In Order to create the official maps, Nelson used itemtables similar to those we can create in the items section in the editor.
But he had a great idea: He made all Spawntables (his itemtables) public.
So you can see all items, chances and sub- or parent- tables of the spawntables and use them for your map.
Now (Update 3.15.13) you also can change everything:
Chances, Items, Mother-Daughter-Relationships between tables and you can add new ones.
Also important: Every table has an unique ID number (don't mix it with the item ID's).
When you want to use one of this spawntables use the "Loot ID" setting in the zombie section and/or the "Spawn ID" setting in the item section.

You can have zombietypes dropping items from spawntables and other zombietypes dropping items out of your item tables. But it's not possible to have both in one zombietype. The Spawn ID (Nelsons spawntables) will override your itemtables, so only the spawntable items will be dropped when both options are used. Same thing with item tables.

The advantage of using the existing(!) Spawntables?
When an update comes out and new items are added, the items will automatic be added to the spawntables -> the new items will appeare on your map without doing anything. (Only when you have used the spawntable to which the item is added.)
Also others, who downloaded your map, will have access to the new items without: - You adding the new items - You loding up the map changes - He (autom.) downloads the mapchanges.

Attention! There may be added items you not want to be on your map!

But how to you find out which Spawn ID includes which items?
Go from main menu to "Workshop" to "Spawn Tables" and replace the 0 for example with " 4 " and hit the View button.
Now you should see this:







The fitst section is the "Items" section here you can:
  • Jump between spawntables with typing in a number and hit view.
  • Click Raw to transform the spawntable to text.
    When you go to:
    Progams - Steam - steamapps - common - Unturned - Bundles - Spawns
    or browse the local files of Unturned :
    (in Steam) Libary - rightclick Unturned - properties - local data - browse local data - Bundles - Spawns
    You see where all these Spawntables are saved. So now you can:
    make backups of spawntables, create new ones (with this "Raw" feature and pasting it into a text document in the new spawntable folder), send spawntables to your friends and stuff like this.
    You also see the animal and vehicle spawntable ID's :D
  • Or create new spawntables with typing in an ID number that is not already used and click "New".

Second Part the Root-Tables:
  • Here you can see which other spawntable uses this one as a sub-table (Daughter-Table) and the %age part the spawntable has in the Mother-Table. (% chance that an item out of this sub-table is dropped/spawned.)
  • The first number (3 times 100 in this case) is the Weight. The second number (with the "%") is the actual chance and is calculated based on the weight.
    You can only change weight values not the chance values!
  • In the last field you can type in spawntable ID's in order to add them as mothertables.

Last, the Subtable and Item Part:
  • Here's a list of spawntables which are sub-tables to this spawntable or items that are in this spawntable. Of cause here are also the % chances how likely what will spawn/be droped.
  • In the last field you can type in spawntable ID's in order to add them as subtables, press "Add Spawn" or you type in an item ID and press "Add Asset" in order to add this item to the table.
  • The "Apply Weights" button calculates the chances based on the weight yalues you set.
  • Only weight changes in this part (the Table/Items part, not the Root part) are working. To change the percentages of the roottable(s) you have to (left)click this table and change the weight of the subtable(s) and "Appy Weights".
  • Sadly this is not (jet) displayed right for self created tables, but it works. (when looking to an selfcreated table in the root part it will show 0% chance, but when lookin at the rottable in the subtable part it shows the correct chance.)


You want to know all the tables and ID's? Sadly you have to type in 1 than 2 than 3 than 4 than 5,... (or click through all the tables) and look for tables you can use, or add further spawntables or you create your own itemtables from the editor. (I recommend this.)

Here are some usefull I found:
94 police stuff (cobra gun)
107 Fire fighters
114 canada military (mapelstrike, avenger)
127 medicine stuff
133 military canada big stuff
150 school stuff (snacks hockestick backpack
155 grothery shop
163 gas station stuuf (many flares)
169 Construction
180 camp (many good stuff also weapons)
198 prison (cloth handcuff butterfly
204 chef cloth and food
211 botanist
216 farm (guns and many stuff)
228 Militia stuff (bunker stuff)
240 waffen canada colt ace sharpshot
246 RCPM weapons barricads milit oufit
254 kitchen much food & kitchen knife
258 beach
262 civillian cloth
278 post glue role tape
280 civillian stuff meele and shooting, glue tape rope
288 pizza shop
293 money?
334 military america
347 special military america
370 research (viper gun, filter)
382 guns america
389 railgun
395 civil america (paintball gun,
402 doughnut
403 pizza
408 american military???!!?
416 racetrack
437 medic arctic (heatstim)
446 camp arctic
467 civillian arctic
477 cloth arctic (scarfs, arctic pants)
481 special arctic military
499 farm arctic (window plank glue tape wire)
523-525 animal drops
539 civillian airport
540 airdrop america
542 airdrop canada
547 police russia low
549 police russia high
551 russsia milit low
553 russ milit high
555 russ special low
557 russ special high
558 fire + 4% gasmask
570 Militia russia (bunker)
572 guns russia
576 civillian stuff russia (incl. meele and guns)
580 Mafia
582 airport russia
584 Mining (good stuff)
615 airdrop russsia
675 fishing (raw fishes and stuff
680 airdrop peaks
681 coalition peaks high
683 peak guns
690 "syndicate" (military)
692 civillian peaks (peaks = germany)

But there is one big Question: What happens for an other player when you use changed and/or new created tables in your published map?
So be carefull, perhaps the spawntables are not implemented in your map whith uploading and publishing! So he will get diffrent drops when he plays the map, but I don't know.

Last fact: At the moment I'm writing this, there are 544 existing spawntables. (One more than last time... 0.o?!) edit meanwhile there are around 800
Special - Balancing
...
Devkit - Caves - HoleVolumes
First of here's a guide by nelson about the new editor
https://youtu.be/fkljCH419ug
these tutorials are also helpfull https://youtu.be/JaipBco81Co

I thought I'll do a seperate guide for the devkit editor cause it's so huge, but apparently it was to much work.

But here is a quick instruction how to make holes (I hope it's still working):
Open a map you already created (at least you should have a heightmap with materials) with the new devkit editor.
Try to finde the key that opens a big black window, in my case it's "ö" (but i have a german keyboard)
" For russian or english keyboard this key "~" "
Special thanks to КотЭ for this information.
else you have to try other keys.

Go to window -> Panel ->TypeBrowserWindow
then: window -> Panel -> HierarchyWindow
and : window -> Panel -> ViewportWindow
and: window -> Tools -> selectionToolWindow
now drag the "words" TypeBrowser and Hierarchy downwards into an appearing orange frame.
you should now have 2 new smaler windows.

Press the button you found earlier to close the big black window. Your two smaler ones remain, move them in to the corners and make them smaler.
click:
TypeBrowserWindow -> Core -> LandscapeHoleVolume

now a LandscapeHoleVolume apperas in the Hierarchy window, click it.

look around with holding dow right mouse button. (usually its somewhere over the rainbow...your map :P)
You can move around with w a s d when right mouse is pressed.
Attention you might not move or fly with super speeeeeed... adjust your speed with the mousewheele, if you have none,... ... your pretty much fu*%ed.

The hole volume behaves like an normal objekt . R to scale, Q to move, W to rotate, E to place somewhere else. (but you can't copy paste it, you have to create new ones: TypeBrowserWindow -> Core -> LandscapeHoleVolume)
If you can't edit the volumes, something with the selection tool might be wrong. (cose it, open it, select it and try again. Does not help? Close Unturned, start it again and try with a new map.

After all you volumes are placed open the big window again an go to File -> DevkitSaveContain -> Save.
Then: file -> exit.

Open the map with the regular editor and start placing objekts (Bolders,Tunnels...) in order to make a nice cave or what ever.
you have to return to the devkit editor to change the volumes.

(water volumes also should work, if you want a lake in the mountains or some watrer in a tub)



:steamhappy: :steamhappy: :steamhappy: GL HF :steamhappy: :steamhappy: :steamhappy:
Terrain Baker Algorithm
The 2 main Variables the algorithm looks at are the Height and the Steepness.
Every sqare meter of the map has a height between 0 (absoulute minimum) and 1(absoulute maximum) for example: 0.45 or 0.83 (I think numbers like 0.3683 will get rounded -> 0.37)
And it has a "steepness", this says how flat or vertical an area is. The value is between 0 (flat / horizontal) and 1 (vertical).

Two rules:
  1. Higher number winns.
    Means, that if two materials have same height and steepness only the one with the higher
    number of these two will be generated. (It overrides the previous one)
  2. Steepness winns against Height.
    This is a bit more complicate:
    • A material with a Steepness (S) higher than 0 will be preferred to an material with S = 0 by the algorithm
    • The hight only has an effect when two materials have almoast the same steepness values.
    • There is one exeption to this, the "Flat-Bug", explained in the example.

The algoritm starts with one little map field, take the height and steepness of it and trys to find the material that fits the best. For example our map field is 0.5 high and is ~ 0.3 steep
your materials are
Dirt Height (H) = 0.6 ; Steepness (S) = ~0.4
and Grass H = 0.2 ; S = ~0.1
the others are disabled (height = 1 and steepnes = 0 (max left) makes the algorithm ignore this material completly)
So the algorithm takes Dirt for this field! Cause it's height and steepness values are closer to the values of the mapfield than the values of Grass.
-> next field same thing -> ....
We can already say that all fields steeper than 0.25 will be Dirt and all others will be Grass.
Cause the steepness values are far away from each other. 0.25 is simply the middle between them.
But when you change the Steepness of Grass to ~0.35 (just close below the Dirt value)
the dirt starts to obtain the higher places and grass the lower areas, but there can be some dots or pieces of grass in the dirt and the other way round too.
But I don't know exact how low the steep difference between the materials has to be in orde to cause this effect.

Now waht is the "Flat-Bug"?
When an area is (almost) flat and above the height of the material with a higher hight (in this example Dirt) this material will be painted in this area by the algorithm even though it has a higher steepness than other materials (in this example Grass).

Transition
I've tryed... believe me I have tryed so hard ... but its just like making everything more random in a random way. I don't like it cause it's hard to controle, changing the transition value of one material a bit can cause chaos.

At least I have to mention the Foundation setting.
The material with the Foundation setting enabled (you should only have one at the same time; default gravel) will appear under objects and roads and right next to them. This will just be painted over the previous material generation. You can only turn it completly off or manually paint an other material with Ignore Footprint enabled at the location.



Tips and Tricks
  • Practise and try things out, you can't learn much from reading, only the basics, especially when it comes to handling multiple materials it can be complex.
  • Snow on top of your mountains? steepness 0 (disabled) ; hight ~ 0.85
  • Stone at cliffs and verry steep slops? height 1 (disabled) ; steepness ~0.9
  • Sand is usually the best "bottom material" height 0 ; steepness 0
  • Road and Farm (usually) only mannualy painted, height 1; steepness 0 (both disabled)
  • Now only Dirt Gravel and Grass remain, good luck with this :)
< >
94 Comments
Guys, who can tell me, I started making my map in the editor completely from 0. There were almost no problems, and when I decided to spawn cars at first everything was fine, but then when I entered the game, the car spawned and as soon as I drove off it immediately spawned ! But it doesn't work like that on other maps, who can tell me how to either make a cd, or something like that, I've already tried everything, even reset the settings of a single server! Tell me please!
ERT217 9 Aug, 2021 @ 8:44am 
is there any key to delete things¿?
Skypirinha  [author] 30 Jun, 2021 @ 6:07am 
strange, maybe you need a "landscape" in your hierarchy window first. or it is one of those bugs that just sometimes happen, closing everything and trying again (sadly) helps somtimes.
fcalvay 27 Jun, 2021 @ 12:29am 
And i have an issue where in the devkit editor when i click anything i want it appears in hierarchy, execpt the landscape hole volume idk why
fcalvay 21 Jun, 2021 @ 7:39am 
thanks that what a needed to finish my military outpost !
Skypirinha  [author] 18 Jun, 2021 @ 1:20pm 
@fcalvay "Tent #2" should be the name
fcalvay 14 Jun, 2021 @ 11:44am 
i have a question not about the guide, but what is the object name for he medic tent in PEI ?
Skypirinha  [author] 18 May, 2021 @ 1:16pm 
sorry you 2 i can't figure it out, you have to play the map and use the weather comands.
Polish-Lithuanian Commonwealth 13 May, 2021 @ 5:31am 
Yeah, I'm looking for the same question, how I can turn a blizzard now? I want to see how it will look at my new Siberia map
Duck 7 May, 2021 @ 5:57pm 
How can I add the new weather affects(Gentle snow, Lightning storms, etc) to my map? I have looked around and can not find an answer.

Also, how does the "Preview Weather" button work in the lighting section? It has a bar next to it to type stuff in but I do not know how it works. Does it even work?