Plazma Burst 2 Map Editor Manual
Map Editor Manual v.5.7.0
Map Editor Manual v.5.7.0
  • Map Editor Manual v.5.7.0
  • Changelogs
  • Credits / Special thanks
  • Plazma Burst 2 Official Website
  • Laserguide's Map mapping Tools
  • [Old version] pdf takeaway edition
  • ALE Improvements
  • 🗺️The Surface of the level editor
    • Old level editor
    • New level editor
    • Map Edit Page
  • 🛠️The tools
    • Free Edit tool
      • The Shortcuts
    • Add Wall
    • Add Movable
    • Add Region
    • Add Background
    • Add Pushing area
    • Add Water
    • Add Player
    • Add Actor (enemy)
    • Add Vehicle
    • Add Decoration
    • Add Weapon
    • Add Lamp
    • Add Barrel
    • Add Trigger
    • Add Timer
    • Add Engine Mark
    • Scale Selection Tool
    • Add Song
  • 🪑Tables of Level Editor
    • Character Data Table
    • Character Skin Color Table
    • Trigger Action Table
      • Movable
        • Basic Movable Tutorial
      • Region
      • Vehicle
      • Character
      • Gravity
      • Scenario
        • Tutorial 9 & 50
      • Gun
      • Barrel
      • Trigger
      • Timer
      • Decoration
        • Blending Mode
      • Gravitator area field
      • Gameplay
      • Sound
      • Interface
      • Light
      • Trigger execution
      • Var
        • Inventory Info Tutorial
        • Synchronization of variables
        • Key binding in multiplayer
      • Session vars
      • URL
        • URL Request Tutorial
      • AI
      • Environment
      • Text-to-speech
      • Map preview
      • Experience
      • Array
        • What is array?
        • Matrix Coloring System
      • Graphics
      • Water
      • Miscellaneous
    • Engine Mark Table
      • Sky Code Table
    • Sound Library Table
    • Newer Weaponry Data
      • Weaponry Data
    • Projectiles Model Table
    • Text-to-speech Voice Table
    • Application Table
  • 🐛tables of debug
    • Cheat Codes
    • Error Codes Identification
  • 🔫Secret Weaponry
    • Campaign Maps
    • Alternate method to add Water UID
    • "Fake" Collision
    • Secret Theme "4"
    • More Accurate Snipping
      • History of contributions.
    • Custom Image in Theme Purple/Green
    • Check map
    • Phsc's image import to map source
    • XML Output in Map Editor
    • createColorMatrix Script
  • ☑️Approval-Military
    • Map Approval Requirements
    • Custom Decoration Guidelines
  • 🧘‍♀️Inspirational
    • Trivia
    • Resi Map making inspiration
    • Max Teabag Map making inspiration
    • Reject Map making basics
    • Illijah's Map making experience
  • Placeholder
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  1. The tools

Add Decoration

decorative your maps, don't be lazy.

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Last updated 1 year ago

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Is your map not fancy enough? Add some decorations to the map! Who doesn't?

However, there are some important notes, but we'll get to that after we look at what decorations there are in Models:

Starting from 2019 fan art update, users can upload their own user defined images to Plazma Burst 2 database. Please check the rules if you want to upload your own image.

Built-in decorations: WYSIWYG. Official decorations which has resized, positioned and everything well to go.

Something had to note to new developers:

  • The floor gravitator does NOT make you levitate. In order to give it the "full effect", add a Push area with a y-value of at least -0.45.

  • The floor/ceil teleports do NOT make you teleport. See the "How to" section for more information.

  • Left/Right/Floor/Ceil killing rays do NOT kill you immediately. See the "How to" section for more information.

  • To make stones appear "realistic", add an "invisible" movable about the size of the stone. This can also go for the broken ship.

You can check laserguide-realisticdecor for quick and lazy tool of placing the “invisible door” as the player collides with décor realistically.

Custom approved images:

The top one is the search and it's filter, self-explanation. The images below are user defined image which is approved and usable for everyone.

Your uploads is basically self explanation that auto filters out your own image upload.

Texture X and Texture Y offset is how you move the décor itself in order to move the decoration into desire place. Useful if you are going to resize the decoration to get the 0 zoom factor error, attach to players, etc.

By using decors with 100000 offset could lead to some nice results making custom sky or something.

Draw in front is basically moving the décor to the front of the player. Glowing may be useful when we introduced lights, but still have no idea the difference between have or not to have them.

Maximum of 200 decorations type are allowed. Further usage will result in error.

🛠️
Custom Decoration Guidelines