3. Now let's proceed to interface


Map ID - displays the map ID of your map that you are currently working on.
Save Map - saves your map.
Save Map as - saves map with the ability to specify a new name.
Revert Map - cancels all the changes made after the last "Save Map" was made.
New Map - create a new map that you can work on.
Open Map - open one of previously saved maps.
Play as tester - test a map before it's published.
Map Settings - information that is temporary unavailable to users.
Check Map - information that is temporary unavailable to users.
Options - information that is temporary unavailable to users.
Rights - displays rights which you have on specific map.
Level Editor version info - displays the current Level Editor version.
Tools - a list of available tools for map editing.
Layers - allows to disable a specific "object(s) layers" from being accidentally edited.
Grid opactity - toggle to see how much of the grid is visible.
Objects list - displays all of the objects on specific layer. This list supports Key filtering.
Selected objects info - lists all selected objects at the moment. "Red X" will cancel a selection.
Selected object's parameters - lists all parameters of your selected objects. You can edit them.
Map blueprint - here you can work with objects on your map or create them. Selected objects are marked with the color "yellow". Supports Key filtering, left mouse button, right mouse button, mouse wheel.
4. It's time to pick tools and start making objectsHere is short description about what tools you can use.


FreeEdit tool - allows you to select, deselect, move, scale objects. Supports Key filtering features.


Add a Wall - allows you to create wall objects. Drag to specify the size.


Add a Movale object - allows you to create a Movable object or objects. Drag to specify the size.


Add a Region - allows you to create Region objects. Drag to specify the size.


Add a Pushing area - allows you to create Pushing area objects. Drag to specify the size.


Add a Background - allows you to create Background objects. Drag to specify the size.
Add a Water area - allows you to create Water area objects. Drag to specify the size.
Add a Player - allows you to create Player objects.
Add an Enemy - allows you to create Enemy objects.
Add a Vehicle - allows you to create Vehicle objects.
Add Decoration - allows you to create Decoration objects.
Add a Gun - allows you to create Gun objects.
Add a Lamp - allows you to create Lamp objects.
Add a Barrel - allows you to create Barrel objects.
Add a Trigger - allows you to create Trigger objects.
Add a Timer - allows you to create Timer objects.
Add an Engine mark - allows you to create Engine mark objects.
Notes:
- With the Plazma Burst 2 engine, "Crate's" and "Rope" objects are "Vehicles".
- With the Plazma Burst 2 engine, "Allies" are "Enemies" unless are on the same team as active Player.
- Player and Enemy objects will not collide if their team is set to "Alpha".
- In the Plazma Burst 2 engine, the Lamp flare effect can be disabled.
- Some of Decorations will automatically generate a glowing effect with the help of "Lamp object" with the flare effect disabled.
- None of Decorations collide. Their collision can be made with the help of invisible Movable object(s).
- The "Pushing area" other than it can "push an object" it can also deal 2 kinds of damage: basic and slicing.
- The "Killing ray Decorations" deal no damage by default. Their damage can be created with the help of "Pushing areas" with slicing damage enabled.
- With the Plazma Burst 2 engine, Acid is Water with damage turned on.
- "Background objects" are just the background walls. To change the sky texture use the "Engine mark" object.
- "Shadow's" are generated only over Background objects.
- With the Plazma Burst 2 engine, it automatically generates Lamps with the disabled flare effect around the Background objects with the brightness based on the current sky texture to generate the global illumination.
- "Shadow's" in a map's appearance is based on the game settings.
- Enemy object skills are based on the "difficulty level" which is selected by player. In multiplayer, the difficulty level is always "Impossible".
- Manipulation of the gameplay and the level appearance can be done with help of Engine mark object(s).