Hi, I'm Crazyblox. Today I'm going to show you how to get started making your own Flood Escape 2 map, with the map kit provided in the video description. Once done creating the map, it can only be tested at FE2 Map Test, so make sure you publish as a model, marked for sale, and send it for white-listing at FE2 Map Test, of which the link is also provided in the video description. In order to get started making a map, you need to get familiar with all of the major game objects. Spawn, Exit Region, Exit Block, Buttons, Water, Settings, and Event String. Spawn is where the players will start on the map. It is recommended to keep the size of the Spawn the same as the template. The camera faces where the front side of a Spawn part is facing at the start of a round. Exit Region is where players need to go to finish the map, and is activated once all buttons in the map are pressed. Resize this to the area you designate for the goal and make sure it is CanCollide false. Exit Block is a part used to seal the Exit Region out from the rest of the map. Make sure this is CanCollide false too, the game will make use of this part later. Buttons are a core mechanic of Flood Escape 2 and can only be activated in numerical order. Buttons are named by their order and trigger events marked by certain values: Fade, Appear, Fall, Sound, and Delay. The behaviors listed are self-explanatory. You can link the triggers with a specific button by adding the same number to the trigger's name as the button you want triggering it. Water is used as a prefix for parts to make Flood Escape 2 see liquids in the map. Water has to be transparent and CanCollide false, with the top side facing up, as the mesh is squashed up the top face for visibility whilst in game. Make sure to give a different name to each, typically by number, so they could be controlled later in Event String. The Settings folder is used to determine the name of the map, the difficulty, and who it is made by. The Settings folder also contains a folder for lighting, which is covered in-depth in the map kit's instructions. Event String is used for controlling the water used in the map and allows for extra functionality for buttons, but only recommended for advanced scripters. "moveWater" allows you to translate the position of the water, allowing you to control flooding and draining of liquids. "setWaterState" lets you change what state the liquid is in. Liquids can be changed into water, acid, and lava. Make sure you do not use any of the forbidden phrases listed in the map's instructions, as it will be blocked by the game for security reasons. I hope this tutorial helps. If you need any help, you can refer to the instructions in the map model, or get in touch with the map making community on our Discord server and our forums, which I've also linked in the video description.
@TransmitterOfficial Hi, I'm Crazyblox. Today I'm going to show you how to get started making your own Flood Escape 2 map, with the map kit provided in the video description. Once done creating the map, it can only be tested at FE2 Map Test, so make sure you publish as a model, marked for sale, and send it for white-listing at FE2 Map Test, of which the link is also provided in the video description. In order to get started making a map, you need to get familiar with all of the major game objects. Spawn, Exit Region, Exit Block, Buttons, Water, Settings, and Event String. Spawn is where the players will start on the map. It is recommended to keep the size of the Spawn the same as the template. The camera faces where the front side of a Spawn part is facing at the start of a round. Exit Region is where players need to go to finish the map, and is activated once all buttons in the map are pressed. Resize this to the area you designate for the goal and make sure it is CanCollide false. Exit Block is a part used to seal the Exit Region out from the rest of the map. Make sure this is CanCollide false too, the game will make use of this part later. Buttons are a core mechanic of Flood Escape 2 and can only be activated in numerical order. Buttons are named by their order and trigger events marked by certain values: Fade, Appear, Fall, Sound, and Delay. The behaviors listed are self-explanatory. You can link the triggers with a specific button by adding the same number to the trigger's name as the button you want triggering it. Water is used as a prefix for parts to make Flood Escape 2 see liquids in the map. Water has to be transparent and CanCollide false, with the top side facing up, as the mesh is squashed up the top face for visibility whilst in game. Make sure to give a different name to each, typically by number, so they could be controlled later in Event String. The Settings folder is used to determine the name of the map, the difficulty, and who it is made by. The Settings folder also contains a folder for lighting, which is covered in-depth in the map kit's instructions. Event String is used for controlling the water used in the map and allows for extra functionality for buttons, but only recommended for advanced scripters. "moveWater" allows you to translate the position of the water, allowing you to control flooding and draining of liquids. "setWaterState" lets you change what state the liquid is in. Liquids can be changed into water, acid, and lava. Make sure you do not use any of the forbidden phrases listed in the map's instructions, as it will be blocked by the game for security reasons. I hope this tutorial helps. If you need any help, you can refer to the instructions in the map model, or get in touch with the map making community on our Discord server and our forums, which I've also linked in the video description.
@@VictorMartinez-en8zr somewhere in july/august 2018 kitsune/kukkai made this map named acid sewer which had a room similar to the sewer part of this map
All information is in description.
Join my discord server if you want to participate the rating poll.
discord.gg/zktW7kbrWk
Hi, I'm Crazyblox. Today I'm going to show you how to get started making your own Flood Escape 2 map, with the map kit provided in the video description. Once done creating the map, it can only be tested at FE2 Map Test, so make sure you publish as a model, marked for sale, and send it for white-listing at FE2 Map Test, of which the link is also provided in the video description. In order to get started making a map, you need to get familiar with all of the major game objects. Spawn, Exit Region, Exit Block, Buttons, Water, Settings, and Event String. Spawn is where the players will start on the map. It is recommended to keep the size of the Spawn the same as the template. The camera faces where the front side of a Spawn part is facing at the start of a round. Exit Region is where players need to go to finish the map, and is activated once all buttons in the map are pressed. Resize this to the area you designate for the goal and make sure it is CanCollide false. Exit Block is a part used to seal the Exit Region out from the rest of the map. Make sure this is CanCollide false too, the game will make use of this part later. Buttons are a core mechanic of Flood Escape 2 and can only be activated in numerical order. Buttons are named by their order and trigger events marked by certain values: Fade, Appear, Fall, Sound, and Delay. The behaviors listed are self-explanatory. You can link the triggers with a specific button by adding the same number to the trigger's name as the button you want triggering it. Water is used as a prefix for parts to make Flood Escape 2 see liquids in the map. Water has to be transparent and CanCollide false, with the top side facing up, as the mesh is squashed up the top face for visibility whilst in game. Make sure to give a different name to each, typically by number, so they could be controlled later in Event String. The Settings folder is used to determine the name of the map, the difficulty, and who it is made by. The Settings folder also contains a folder for lighting, which is covered in-depth in the map kit's instructions. Event String is used for controlling the water used in the map and allows for extra functionality for buttons, but only recommended for advanced scripters. "moveWater" allows you to translate the position of the water, allowing you to control flooding and draining of liquids. "setWaterState" lets you change what state the liquid is in. Liquids can be changed into water, acid, and lava. Make sure you do not use any of the forbidden phrases listed in the map's instructions, as it will be blocked by the game for security reasons. I hope this tutorial helps. If you need any help, you can refer to the instructions in the map model, or get in touch with the map making community on our Discord server and our forums, which I've also linked in the video description.
i ain’t readin’ allat🗣️🗣️🗣️🗣️🗣️🔥🔥🔥🔥
@TransmitterOfficial Hi, I'm Crazyblox. Today I'm going to show you how to get started making your own Flood Escape 2 map, with the map kit provided in the video description. Once done creating the map, it can only be tested at FE2 Map Test, so make sure you publish as a model, marked for sale, and send it for white-listing at FE2 Map Test, of which the link is also provided in the video description. In order to get started making a map, you need to get familiar with all of the major game objects. Spawn, Exit Region, Exit Block, Buttons, Water, Settings, and Event String. Spawn is where the players will start on the map. It is recommended to keep the size of the Spawn the same as the template. The camera faces where the front side of a Spawn part is facing at the start of a round. Exit Region is where players need to go to finish the map, and is activated once all buttons in the map are pressed. Resize this to the area you designate for the goal and make sure it is CanCollide false. Exit Block is a part used to seal the Exit Region out from the rest of the map. Make sure this is CanCollide false too, the game will make use of this part later. Buttons are a core mechanic of Flood Escape 2 and can only be activated in numerical order. Buttons are named by their order and trigger events marked by certain values: Fade, Appear, Fall, Sound, and Delay. The behaviors listed are self-explanatory. You can link the triggers with a specific button by adding the same number to the trigger's name as the button you want triggering it. Water is used as a prefix for parts to make Flood Escape 2 see liquids in the map. Water has to be transparent and CanCollide false, with the top side facing up, as the mesh is squashed up the top face for visibility whilst in game. Make sure to give a different name to each, typically by number, so they could be controlled later in Event String. The Settings folder is used to determine the name of the map, the difficulty, and who it is made by. The Settings folder also contains a folder for lighting, which is covered in-depth in the map kit's instructions. Event String is used for controlling the water used in the map and allows for extra functionality for buttons, but only recommended for advanced scripters. "moveWater" allows you to translate the position of the water, allowing you to control flooding and draining of liquids. "setWaterState" lets you change what state the liquid is in. Liquids can be changed into water, acid, and lava. Make sure you do not use any of the forbidden phrases listed in the map's instructions, as it will be blocked by the game for security reasons. I hope this tutorial helps. If you need any help, you can refer to the instructions in the map model, or get in touch with the map making community on our Discord server and our forums, which I've also linked in the video description.
ayo wtf???
Hey Crazy, can I have an autograph?
@@megagamor_3431-cs4fd YO WHAT CHILL OUT, YOU'RE *CRAZY* AS HELL!
I unironically love the design of this level
bros a tria gamer now🤯
I think bro is obsessed with Tria.os 😭🙏
Crystal Base + Acid Sewer + few part of Water Accident = this map
NOWAY NOWAY BRO ACTUALLY PLAY TRIA
too much crystal
GRIA🗣️🗣️🗣️🔥🔥🔥🔥
GRIA HELL YEAH
GRIA???
43 seconds WR gg!
He switched to tria.os 😮
Bros a true tria gamer now (pls do not say gria, it was a typo)
gr-
g
gri-
gr
Too late buddy, it's turned into a trend.
Yea, this is why Im not planning to play tria anytime soon, Im already bad at most maps in normal FE2 above 6.4
6.8 imo
@ my skill is horribly inconsistent so I can only beat a 6.5 on a good day if I’m lucky
just don’t do divine/eternal maps then
True Tria os Player:
uhm actually its “gria” :nerd:
did they reuse one of the rooms from that discontinued sewer map
which one?
@@VictorMartinez-en8zr somewhere in july/august 2018 kitsune/kukkai made this map named acid sewer which had a room similar to the sewer part of this map
@@VictorMartinez-en8zr ua-cam.com/video/0bdernfRtyg/v-deo.html
@inchance05 oh
atomic overflow but its 2018
How is this divine
now beat derelict industry
that one subscriber when you upload anything other than Flood Escape: 😡
Needs more crystal
GIVE MORE TRIA. 👿
Do Monovoid with metal.
metal?
@@Not_xz You’re 100% gonna put this on discord. Are you?
@@Not_xz I mean medal. Breh I got a skill issue :/
Is divine 8?
i dont like kitsuntori’s maps
Is this even possible
if it's impossible, this video is not exist
@@Not_xzYOOOOOOOO, ROUND🔥
555
1 🫡