Making a maze step by step

Start the Maze Editor by clicking on its icon.
Begin with drawing a few floor tiles. Click on the "Floor"-tab and then on A "Set a floor tile"
Click on the texture B you wish to use for your floor tile.
Then draw the floor tiles by C clicking on the map were you want them.
If you want the floor to be rough or covered with weed then check these options under the Set a floor tile button. If you click more than once on the weed button the weed will become thicker and thicker.
If you should want to erase a floor tile you've set, then click on the button with the eraser on that you will find in the same square as the "Set a floor tile" button.
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We'll make a small house in this example. A house needs walls. Click on the "Walls"-tab, then select which kind of wall you want to draw A, then select how high your wall should be B. You and the beasties can climb over walls which are lower than 20 units. Set the house's walls heights to 30 units. Here you can also select how high from the floor your wall should start, if it starts more than 10 units over the floor you will be able to crawl under it.
Don't forget to select a texture for your walls as you did when you made the floor, then you can start drawing the walls at the map C.
In the cross-shaped section below the different wall-buttons you can fine tune how each wall will appear, by checking and unchecking each wall you can set different heights and textures for each wall in a square.
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Put a painting on the wall of your house. Click on View paintings and pixies to bring forth all wall decorations. Select a painting A. If you wish you can instead of a painting select a "pixie" (which is a kind of 3D texture that can be a relief or a letter for instance, there are about 100 to choose from) from the list below the paintings.
Select on which wall and at which height the painting should be set B.
Click on the square on the map C were you want the painting to appear.
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Now we shall put a roof on the house. Click on the "Floors"-tab again. Click on the "Bridge 1"-button to draw a platform. Select a texture for the platform B.
Select how you want the platform to look like C, like a ladder, a tile or a rough surface.
Set on which height D you want to place the platform, since it should work as a inner roof for the house you need to set it were the house's walls ends. The walls we raised was 30 units high and the ground was 10 units high, so set the bridge's height to 40 units.
Draw bridges D over the whole house to lay the roof.
You use bridges to build mazes with several planes. If you use tile type bridges you can set how thick they should be, useful when making large floating contructions. If you should put a tree or raise the ground beside your house then it will now be possible to climb up on the roof. When putting bridges, try to always put them in order; bridge 1 below brige 2, bridge 2 below bridge 3.
(As you might notice you can also add doors and stuff to your map from the "Floors"-tab. Each door is opened or closed with the corresponding key-button. Before placing a door you need to set its behaviour and apperance. Ordinary doors are those big cubes with a keyhole on them and flippers are turnable bridges.)
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But this roof is flat, and we want a pointed roof. Click on the "Objects"-tab. Click on the pyramid shaped monument A, select a texture for the pyramid. The house covers 4 X 4 squares, and we shall use the pyramid for its roof, so set the monument's size B to 4. Monuments are measured in squares.
We do not want to place the pyramid on the ground but on the roof of the house, since we made the roof with bridge 1 then select "On bridge 1" in the "Plane" Coption.
Place the monument at the upper left corner of the house D, a thin red square will mark the outline of the monument / outer roof of the house.
Most monuments can only be put on the floor plane, only the pyramid and the cone can be put on the bridges.
Some monuments use bridges (the strawgoat, the flower, the gate and the mushroom), so you might have to experiment a little if you wish to combine monuments and bridges. Most monuments raise the floor level according to their size were they are placed.
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It's time to add a few beasties to your garden, click on the "Critters"-tab.
Select a Monobite moving upwards A. Place it on the map B. But a Monobite needs a track to follow, click on the monobite track C to draw a moving pattern for the monobite.
Draw the track on the map D. If you want the monobite to move in a specific way you can use special track pieces to force the monobite to turn left, right or alternate between left and right turns when passing a square.
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If you do not want your garden to be completely flat you need to alter the height of the floor, click on the "Landscape"-tab.
Click on the "Extend"-button A. Select how much you want to raise the floor C, set this to 10 units for now.
When you have clicked the "Extend" button you will raise the height of each square you click on C with the number of units you've selected.
Try the different functions of the "Set floor heigth" and "Reduce" buttons.
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In order to explore your garden you need to set a start point. Click on the "Misc"-tab.
Click on the start point button A, and set were you wish to start on the map B, then do the same with the goal point C.
You can have as many goal points as you wish but only one start point on your map.
Under the "Misc"-tab you also set your name, the name of the maze and other information you wish to submit with it.
If you click on the "Lock maze" button neither you or anyone else will be able to open the maze in the editor again, good if you want to prevent your friends from cheating through your mazes, but remeber to keep an unlocked copy of your maze if you wish to work more on it in the future.
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You can now explore your map in the Abashera game. Save it by clicking on "Save as" in the "File"-menu. Save your maze in the "Mazes"-folder and it will appear on the list of mazes next time you start Abashera.
Now on to some additional explanations of the workings of the Maze Editor.
In the "Help and advices"-window you will see detailed information about each square you point on.
In the small grey room-shaped square above the map you can see a schematic view of each square you point on, its floor texture, wall textures, bridge textures and any eventual critter. If this square gets in your way then just click on it.
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In order to learn the editor you need to click around and experiment a lot. There's nothing you can mess up so don't be afraid to click around and test things. But here are a few things you might want to know more about:
- A Pins: You can use pins as markers, to show the right way B through a complicated maze for instance. Pins are not visible in the game.
- C Clean the map: When you put and erase stuff on your map there will be some left over graphics, click on this button to refresh the map.
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- D Flatten the map: If you flatten the map it might be easier to get an overview, more similar options are found in the menu "Visual aids". These visual aids do not affect the apperance of the maze in the game.
- E The selection section: Here you can select large parts of the map, copy them and move around them. You can for instance copy one part of the map and then rotate it F, and then paste what you've copied.
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Misc
The Maze Editor is built up to be largely self-explanatory. Click around and test things to learn how it works. When you click on a function a description of it will appear in the "Help" field in the "Description
window".
Each "Maze" consists of two files, a .maz
file and a .dat file which are created automatically when you save your maze. When you distribute your mazes you need to submit
both these files for the game to work properly. The Editor places your mazes in the "Mazes" folder in the Abashera game environment by default. When playing, the Abashera game will find and list all maze files in the maze folder. You can save your mazes on other locations as well but then they will not be found by the game.
As mentioned earlier, under the tab "Misc" in the editor you can set
the name and other text-messages for your maze. Note that this name is not the file name of the maze, you set the filename when you save a maze with the "Save as"-option.
Further down you will see a button where you can "lock" your maze. If you lock your maze it will not be possible to load it into the editor and look at it or edit it further. If you feel it necessary to lock your maze before distributing it, be sure to save an unlocked copy of your maze before you lock it.
When using monuments and such it is hard to calculate how each monument will behave exactly, you will have to try and err a few times if you need to put a monument at an exact location.
The pins are a good help if you make intricate mazes, you can use pins to mark the right path through the maze for instance. These will not be visible in the game and they will not affect performance.
You can run the Abashera game and the Maze Editor at the same time by running Abashera in a window. To do this click on the small black square in the upper right corner of the menus in the Abashera game.
There are some quirks you need to figure out when making mazes. For instance, if you wish to make a maze were beasts should be able to fall down from a cliff then the beasts will not move over the edge of the cliff if another beast stands below the cliff. To get around this you can make the cliff's edge out of bridges, then the beast below will not be on the same plane as the beast on the cliff/bridge and the beast on the cliff will not regard the beast below. If a beast stops for no apparent reason the most common reasons for this are either that the passage in front of the beast is too narrow or that an other beast stands ahead of it on the same plane. It can also be that a monument is set above the ground level were the beast is, which will sometimes block its path.
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