There are three basic steps to creating a map:
Note: You'll want to check out our guide to Scenario Creation in order fully harness the capabilities of KovaaK's.
To use a brush, simply drag it from the Content Browser onto the map. Then you can modify the brush to suit your needs.
In the Selection Window, you can specify different types of brushes. Here is what each option means:
After placing the brush, you can modify the properties of the brush in several ways.
Press Q
or the Gizmo Icon to enter Gizmo mode.
W Key
) - move the object in X,Y,Z space. Note: the movement amount depends on the value in the grid snap box.E Key
) - rotate the object along three axes. Note: the default rotation angle is 15 degrees, but you can change that in 15 degree increments.R Key
) - scale the object in three dimensions. Note: the scale amount depends on the value in the grid snap box.Tip: You can translate and scale in all axes at once if you click the center of the gizmo.
When not in Gizmo mode, you can click and drag the object in X / Y space. ALT + click
will move the object on the Z axis.
You can scale the object with SHIFT + click
on any face.
All of these adjustments will conform to the selected grid snap size.
You can also manipulate the object by changing the values in the Selection Window. Click and drag the boxes or manually input the values you'd like!
Use CTRL + click
to select multiple objects. You can also use CTRL + G
to group them. You can then perform any of the above manipulations to those selected objects.
Note: For groups, using the Selection Window to rotate will operate differently than using the Gizmo to rotate.
Game Components are objects that bring functionality to the map. To use them, simply drag them into the map, then adjust their parameters to suit your needs. Note that Game Objects won't appear in the map when in Play mode.
A waypoint is a marker that can server several purposes on a map. You can use it to specify a location for a character to travel toward. It also serves as a location marker for Teleporters and Jump Pads.
After dragging a Waypoint to the map, you can give the waypoint a name and specify a min and max time for a bot to pause at the waypoint (value is in seconds).
You can create a path for bots by assigning a Waypoint (or collection of Waypoints) under Spawn Point settings (see below).
A special brush that specifies a volume that Teleports a character (player or bot) when they pass into it. You'll need to create and name a Waypoint which serves as the Teleporter destination. You can also specify a delay (in seconds) before the teleport action happens.
A special brush that specifies a volume that acts as a Jump Pad, moving a character in the direction of a specified Waypoint. Note that the velocity of the Jump Pad is determined by the distance of the Waypoint from the corresponding Jump Pad volume.
A special brush that specifies a volume that will cause damage to a character. In the Selection Window, there are options for cooldown (in seconds), damage (per second) and an option to make the volume an instant kill.
A special brush that designates where a character will spawn. The arrow determines where the character will be facing.
In the Selection Window, you can define values to give the Spawn Point functionality:
Props allow you to place unique objects into your map. These can be used by themselves, or combined with other functions. For example, you could add a jump pad game object onto the jump pad prop to make it more obvious and realistic.
Once you've got your objects placed in the map, you can then customize the look. Each face of each object can have its own Material assigned to it. You have eight Materials available to use, listed in the User Palette.
To change the Material, click the Face you'd like to change and then select a Material from the palette.
Go here for more info on the Selection Window.
You can also customize any Material in the User Palette. Go here for more info on that.
Note: You can only assign Materials to Brushes; you cannot assign Materials to Game Components or Props.