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Creating Custom Maps
This guide assumes you've already followed the steps in the Mod Setup Basics page.
You can also see this page for a template level mod containing some basic levels to help you get started.
All maps should be put in the Maps
subfolder of your mod folder.
The standard map editor for Celeste 64 modding is Trenchbroom.
Download Trenchbroom and create a new map. Select Generic
in the list of games. You'll have to follow these steps to get the Celeste 64 content loaded:
- In
View
>Preferences
, select "Generic" in the game list. - Click the three dots next to
Game Path
- Locate the
Content
folder in your Celeste 64 installation. - Click
Select Folder
. This will load Celeste 64 data such as textures, completing the first part of setup - Click
Entity
on the right side panel. - In
External
at the bottom, clickBrowse...
- Once again navigate to your Celeste 64 installation. In
Content
, select theCeleste64.fgd
file. ClickOpen
.
You've now loaded the entities and textures of Celeste 64 and you're ready to make maps!
Learning how to use Trenchbroom is out of scope for this wiki. Please look up a tutorial or use the official manual - they'll probably have it covered better than we could.
Tip
You can press CTRL+R while playing your map to instantly reload the map. This will update it to the latest saved version!
Back in your mod folder, you'll need a Levels.json
file to register your maps in Fuji. Fill it in using this template:
[
{
"ID": "<Unique level id>",
"Name": "<Human-readable name of the level. This shows up ingame>",
"Label": "<Human-readable description of the level. This shows up ingame>",
"Strawberries": 1,
"Preview": "<Postcards/texture-filename>",
"Map": "<The file name of your .map file>"
}
]
Note that for postcards, Fuji looks in your mod folder's Textures
folder. So a value of Postcards/ForesakenCity
equals YourModFolder/Textures/Postcards/ForsakenCity
You'll also have to manually count the amount of berries in your map.
To add multiple levels, simply copy and paste the level definition and fill it in again accordingly. The Levels.json
file MUST be valid JSON. To validate JSON as you develop, you can use an online validator or your preferred text editor's integrated tools, if provided.
For starters, you must have a comma ,
between each level definition (the pair of curly braces). The square brace must wrap around the entire file contents. Indenting is optional but it helps. Insert line breaks in text strings by writing \n
.
Important
Once you're done and ready to release your map, follow the instructions for mod release in Mod Setup Basics.
Note
For reference, a sample Levels.json
file is provided below
[
{
"ID": "ModAuthor_MadelinesAdventure_1",
"Name": "Madeline's Adventure: Foresaken City",
"Label": "My level description",
"Strawberries": 16,
"Preview": "Postcards/MadelinesAdventure_1",
"Map": "ch1"
},
{
"ID": "ModAuthor_MadelinesAdventure_2",
"Name": "Madeline's Adventure: Old Site",
"Label": "My level description again",
"Strawberries": 11,
"Preview": "Postcards/MadelinesAdventure_2",
"Map": "ch2"
}
]