Creating a new custom level

NOTE: Please make a backup

C:\Program Files (x86)\Steam\SteamApps\common\theendisnigh\data

Time to edit map.csv

1-0.lvl 1-1.lvl | 1-2.lvl | 1-3.lvl | 1-4.lvl 1xd-1.lvl 1xd-2.lvl

Two camera blocks with roughly a 8:5 ratio size (found in E2 of the Google doc)



A map transition pointing to previous/next level (found in E4-E7 of the Google doc)



Save point at the start/end of the screen (found in O7 of the Google doc)

Now to edit "tileset.txt"

C:\Program Files (x86)\Steam\SteamApps\common\theendisnigh\data

1 { area_name "The End" area_label_frame 1 tile_graphics Tilecity overlay_graphics Overlayscity background_graphics bg2 foreground_graphics fg1 fx_shader distortionparticles palette 1 music [danse_intro.ogg, danse_loop.ogg] ambience rain.ogg music_volume 1 ambience_volume 1 tile_particle_1 drip tile_particle_2 splash global_particle_1 fgrain global_particle_2 bgrain global_particle_3 distortrain npc_1 NPC0 npc_2 NPC1 npc_3 NPC2 decoration_1 Decoration0 decoration_2 Decoration1 decoration_3 inst10 area_type normal 1 { area_name "none" area_label_frame 0 } 0 { area_name "none" area_label_frame 0 npc_1 NPCH4 } art_alts [ [Floater, Ghost] ] }

x1 { area_name "Heart" area_label_frame 12 tile_graphics Tilehell overlay_graphics Overlayshell background_graphics ch2bg foreground_graphics none palette 11 global_particle_1 fallout2 global_particle_3 cloudwind_light tile_particle_1 dust #area_type dark music [newworld_intro_dark.ogg, newworld_loop_dark.ogg] ambience wind.ogg }

#area_type dark

Time to test!

So you've had enough of just editing the already created levels in the game have you...and want to create your own worlds?I must stress this as I'm sure someone has done this and messed things up. Go to:Copy the "map.csv" file and "tilesets.txt" and paste it in the folder where you extracted the editor into. (or a custom folder of your choice)It is important as if you accidentally change something or delete something in which you didn't intend to and cannot edit it back to it's original state...then you've got the backup copy sat in the folder.Using Google Sheets or any other spreadsheet editing program (Open Office is an alternative for desktop editing) open up "map.csv" from the data folder listed above. You'll be greeted by something like this...In which you can a load of numbers and names for levels within the game. This is how the game maps out the levels in the order they are played. Such as the first set of 4 levels in The End goes...The main bulk of The End levels are in the middle row (1-1.lvl , 1-2.lvl etc) and the secret levels are above and/or below the main ones.Now you can add a level to the map so it doesn't affect the main game levels.For example next to the 1-0.lvl I have added a level "x1-0.lvl". This is the important part. Whatever you name your level in here (must end with .lvl suffix) will what you need to save the level as after you have used the editor.I've just created a very basic level for this example which is named as "x1-0.lvl"I added a map transition to go back to the previous level on the left (1-0) so it's easier to navigate.The basics of a custom level must have...One thing to note is that for this particular level (which is to the right of the "1-0.lvl" ) meaning I would need to transition from the right side of the screen in that level. So I placed some map transition blocks (pointing to the right) on the right side of the level.You can ignore the other red triggers and stuff in there as that's just a way to the side of the screen.This now means that if I go to the right side of the screen in the 1-0.lvl screen I will transition and spawn in the custom x1-0.lvl that I created.If you have a map transition trigger that leads to an empty space in the map.csv it will cause the game to crash!Navigate to the data folder:Then open up "tilesets.txt" in a word editing program (Notepad or Notepad++ is good for this)In which you'll see something similar to this:You can see the different tilesets in which are used for different levels such as for The End it is:For this example I have copied and pasted the settings from Gloom and simply renamed it for my own level.The name of your level, in this case "x1-0.lvl" you need to use the first part of that name to use the settings for that block of code. Such as for my custom level it is "x1" as the level name is "x1-0.lvl".You can also see I have commented out this line:As this is what determines whether a level is a future level or not (meaning if I weren't to comment it out I would lose lives if I die in the level).So after saving all of that I booted up the game and headed up to (1-0) and went to the right side of the screen where I had placed the transition.You can view how it looks here: