FE2CM: Map Making Kit

This documentation is an adaptation of the original instructions provided with the FE2CM Map Making Kit, last edited March 26th 2021. Further edits will be made in order to make the documentation reflect what can currently be done with the FE2CM Map Making Kit.

BEFORE CONTINUING
By creating and submitting a map to FE2CM you are acknowledging that Crazyblox Games
holds the right to allow / remove community created content. You also acknowledge
that the functionality of FE2 and FE2CM changes and evolves with it overtime.
With each update to the game we check thoroughly for any game breaking bugs.
If your map becomes incompatible as part of an update that was made to FE2,
Crazyblox Games is not responsible for the functionality of your map breaking.
It is best to refer to the community and see if others are sharing the same problem,
and work towards making your map compatible. Most map breakages come from not
complying with the policy set in place for FE2CM designed to make the game run smoothly.
In order to be able to test your map, you need to publish it as a model and
submit the ID found in the Model’s URL on the website for whitelisting at FE2CM: Auto-Whitelist [FE2CM Auto] - Roblox

Important
All major game objects must exist as the direct child of the map model.
Major game objects include: Settings, Spawn, ExitBlock, ExitRegion, EventScript
Intro model is used to simulate the lift moving, only use if you plan to add extra polish
Geometry is just a Folder to help organise parts that aren’t involved with any other feature in the map
Walls for wall-jumping must have the texture and _Wall tag as included in the map kit

INTERACTIVES:
These objects don’t require to be in this folder but it helps with organisation
_Button#'s affect objects with tags in them or in the same model as them
To link a button with a tag, just use the same number, the game goes through the buttons in order from 1 onwards.
To make a group button, insert an objectvalue into the button named Group.
To make an explosive button, insert an objectvalue named Fuse.

Tags:
[ObjectValue] _Fall# : Parts that become unanchored and fade when triggered
[ObjectValue] _Fade# : Parts that get deleted when triggered
[ObjectValue] _Appear# : Part that appears when triggered
[Sound] _Sound# : Sound that plays when triggered
[NumberValue] _Delay : Place inside any tag, delays action of the tag by your chosen number in seconds

Variants:
Variants are what can give a map increased replay value and multiple paths if intended by the map creator.
[Model] _Variants : Contains models intended for multiple paths in a map. FE2 will pick one model and delete the rest.

Ziplines:
Ziplines are static and are not compatible with any tag. Attempting to move the Zipline during gameplay will break its functionality.
[Model] _Rope : Model used to contain points needed for generating Zipline
→ [BasePart] Point# : The game will generate a Zipline based of these points in numerical order.

Rescue:
[BasePart] _Rescue : Used to mark a location for where a potential rescue mission can spawn. FE2 will pick from any random _Rescue part.
Make sure part is upright, as the Rescue spawn will make use of this parts exact CFrame.

SETTINGS:
FE2 reads these values to set up for the map
DON’T DELETE ANY SETTINGS except for Lightings children, FE2 uses a lighting preset if properties aren’t present
To add a new property to the Lighting Folder, add a value with the exact same name as the property, and the relevant type of value.

Settings Properties:
[StringValue] BGM: ID used from selected audio’s URL
[StringValue] Creator
[NumberValue] Difficulty : 1 = Easy, 2 = Normal, 3 = Hard, 4 = Insane
[StringValue] MapImage : Can be left blank
[StringValue] MapName
[NumberValue] MaxTime : Number is clamped from 10 to 180
[Folder] Rescue : Contains details for rescue character
→ [Folder] Cosmetics : Anything you want your rescue character to wear you put in here. Characters are R6.
→ [StringValue] RescueName

Lighting Properties:
[Color3Value] Ambient
[NumberValue] Brightness
[Color3Value] ColorShift_Bottom
[Color3Value] ColorShift_Top
[Color3Value] OutdoorAmbient
[StringValue] TimeOfDay : Value is formatted by ’ HH:MM:SS ’
[Color3Value] FogColor
[NumberValue] FogEnd
[NumberValue] FogStart
[Folder] Effects : Used for any Lighting Effect (Color Correction may be incompatible when in Water)
If you want to address these with LocalEventScript, FE2 will clone these effects into Lighting and prefix their name with "Map
"

EVENTSCRIPT:
Controls water for the map, any other server-script is deleted unless ‘Load All Scripts’ is enabled
Water is made only visible on the part’s top surface
Use these functions to manipulate the water:

Lib.Script.setWaterState(water, state, noChangeColor, specifiedColor)
[BasePart] water : Selected water that will have its toxic state altered
[String] state : Changes state based on string (“water” = standard, “acid” = increased air drain, “lava” = instakill)
[Bool] noChangeColor : If true the game will not adjust the water’s color that you are changing the state of. Use nil if you want to skip this.
[Color3] specifiedColor : Color that the game will transition the waters color to instead of the standard blue, green & red.

Lib.Script.moveWater(water, move, dur, isLocalSpace)
[BasePart] water: Water that will be moved
[Vector3] move : How far the water will be moved
[Number] dur : Duration in seconds for movement to happen
[Bool] isLocalSpace : false/nil translates in world space, true translates in local space

I have added support for buttons executing functions within the EventScript
I recommend only people with previous scripting experience to use this.

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