initial commit: llamamod 0.2.0 – reverse-engineered level formats (wad, map, trak, text, stpc), python tools and notes, java mod manager (iso install, mod pipeline with exe patching, save editor, wine/windows launcher) with mods (test world, debug wireframe, mirror, randomizer, fog, cheats, intro skip, practice, free camera, boot to level, level projects) and the 3d level editor (geometry, objects, cross-world import, environment, textures, play-test, manual)
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# Tutorial: Your first level in 10 minutes
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In this tutorial you make a small level from scratch: a grass floor, a few blocks to climb, a
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coin trail and an exit – and you play it in the game. You need LlamaMod set up with your game
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([Installing LlamaMod](02-installing.md)).
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## Step 1: Create the level
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1. Start LlamaMod and click **Level Editor**.
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2. On the start page click **New level** (or **File → New level…**, **Ctrl+N**).
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3. Type a **Level name**, for example *My first level*.
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4. Leave the **Base level** at *Village – Chapter 1*: its objects (coins, checkpoints, the exit
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door) are what you will place.
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5. Choose **Start with: Flat floor** and click **Create**.
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The editor opens a 16×14 grass floor with a player start (the llama) and an exit door. The
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TestLevel chapter shown in the dialog is where your level will appear in the game.
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## Step 2: Look around
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* Hold the **right mouse button** and move the mouse to look around; add **W A S D** to fly.
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* Press **Home** to see the whole level, click the llama and press **F** to frame it.
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* Press **Numpad 7** for the top view and **Numpad 5** to get back.
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## Step 3: Add something to climb
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1. Press **B** for the **Brush** tool. In the options bar choose **Block**.
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2. Drag a 2×2 square on the floor next to the llama, move the mouse up until the status bar
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shows a height of about 0.5, and click. You have a step.
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3. Choose **Platform** and draw a wider platform a bit further away, about 1.2 high.
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4. Choose **Ramp** and draw a ramp leading up to the platform – it rises in the direction you
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drag.
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Click a brush with the **Select** tool (**Q**) to see its handles; drag a handle to resize it.
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Every change can be undone with **Ctrl+Z**.
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## Step 4: A coin trail
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1. Open the **Objects** panel (left) and click **Coin line** under the quick setups – or press
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**O** for the **Coin line / arc** tool.
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2. Click once at the start of the trail and once at its end. Coins appear every *spacing* cells
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on the ground (also up the ramp).
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## Step 5: Check the exit
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The template already has an exit: a **LevelDoor** standing on an **exit floor** (collision
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material 16). Press **C** to see collision colours – the exit floor has its own colour. If you
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want the exit somewhere else, select the door and its floor brush and move them together with
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the **Move** tool (**W**).
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## Step 6: Play it
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1. Press **F5**. The editor builds the level, installs it as a mod and starts the game directly
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in it.
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2. Walk the llama up the ramp, collect the coins and step on the exit.
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3. Press **Escape** to come straight back to the editor.
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Want to test only the platform jump? Point the middle of the view at the platform and press
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**Shift+F5** – the llama starts right there.
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## Step 7: Save
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Press **Ctrl+S**. The project is saved in LlamaMod's `levels` folder and shows up as a mod in
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LlamaMod's **Levels** category. Send the `.llamalevel` file to a friend to let them play it –
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see [Sharing levels](17-sharing.md).
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## What next?
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* [Make a parkour](tutorial-parkour.md) – platforms, death floors, checkpoints.
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* [Building geometry](06-geometry.md) – all primitives, rotating, arrays and alignment.
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* [Objects](09-objects.md) – enemies, checkpoints, secrets and parameters.
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* [Environment](12-environment.md) – fog, music and light.
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