# Tutorial: Make a parkour In this tutorial you build a short jump-and-run course: a start platform, platforms over a deadly pit, a ramp, stairs, a round platform, a checkpoint, a line of coins and a goal with a working exit. It takes about 20 minutes. You should know how to move the camera (see [Navigation](04-navigation.md)); everything else is explained on the way. ![A finished brush course in the game](img/geo_game_course.jpg) ## 1. Create the level 1. **File → New level…** (**Ctrl+N**). 2. **Level name**: `My Parkour`. Keep the **Base level** (Village chapter 1 – it provides grass, stone and wood textures, coins and checkpoint posts) and the suggested **TestLevel chapter**. 3. **Start with**: **Flat floor**. You get a 16×14 grass floor with a player start and an exit. 4. Click **Create** and **File → Save** (**Ctrl+S**) once, so the project has a file. The flat floor will be your start area. The course will lead away from it over a pit. ## 2. Make the pit deadly Anything the llama falls into must kill it, otherwise it lands on nothing and falls forever. 1. Press **B** for the **Brush** tool and choose **Death plane**. 2. Drag a large area next to the floor where the course will be – generously, it costs nothing. The plane is invisible in the game; in the editor it is outlined. Alternatively, **Geometry → Death plane height…** with **Add a death plane over the whole grid** puts one under the whole level at once. Its height should be well below your platforms (default −1.5). ## 3. Platforms over the pit 1. In the Brush tool choose **Platform**. 2. In the Inspector set **Top** to `stone` and **Sides** to `stone2` with the swatch buttons (optional). 3. Drag a 2×2 footprint a little away from the floor's edge, release, move the mouse until the top is at about 0.5 and click. 4. Draw two or three more platforms, each a bit further away and a bit higher. Gaps of 1–2 cells are comfortable jumps; 3 cells needs a run-up. Keep height differences under about 1 cell at first. > **Tip:** Draw one platform, then use **Geometry → Array duplicate…** (**Ctrl+Shift+D**): 4 > copies, **Offset X** 3, **Offset Y** 0.25 makes a rising row in one step. ## 4. Ramp, stairs and a round platform * **Ramp**: drag the footprint in the direction it should rise, release, move the mouse to the height of the high end, click. * **Stairs**: the same; keep **Walkable (invisible slope)** on, otherwise the llama cannot climb them. * **Round**: drag the diameter, then the height – a round platform. **Segments** sets how round it is. Select a brush and drag its orange (sides) or green (top/bottom) handles to fix its size. **[** and **]** turn the selection by 90°, **Page Up/Down** raise or lower it. ## 5. Check the collision Press **C** to show collision. Every surface the llama can stand on is coloured; the death plane shows as material 30. Look for: * platform tops without colour (collision switched off), * small gaps between pieces that should touch – **Level → Check for problems** reports gaps under 0.2 cells. ## 6. A checkpoint The llama should not have to start over after every fall. 1. Open the **Objects** tab in the left dock – the ⊙ icon right next to *Outliner* (inactive tabs show only their icon) and click **Checkpoint** in **Quick setups**. 2. Click on a platform in the middle of the course. You get a checkpoint post with its respawn point just in front of it. Falling after passing it puts the llama back there. See [Objects](09-objects.md) for the details. ## 7. Coins 1. Click **Coin line** in **Quick setups** (or the **Coin line / arc** tool, **O**). 2. Click above the first platform, then above the last one. Coins appear every *spacing* along the line, following the floor. **Coin arc** places coins on a circle: click the centre, then a point on the circle – nice over a round platform. ## 8. The goal The template's exit is still on the flat floor. Move it to the end of the course: 1. Draw a **Block** as the goal platform at the end. 2. Click **Exit** in **Quick setups** and click the middle of the goal block's top. That places a **LevelDoor** in the cell centre plus a 1×1 floor with collision material **16**. The door only fires while the llama stands on material 16 in its cell. In the options bar, choose where the exit leads (for example the next chapter of a world). 3. Select the old exit on the flat floor (the LevelDoor and its small floor) and delete it (**Del**), so the level has one exit. ## 9. Play-test 1. **F5** (**Play**) builds the level, installs it as a mod and starts the game directly in it. 2. Run the course. Fall into the pit once to see that the death plane and the checkpoint work. 3. Press **Escape** in the game to quit straight back to the editor. To test a hard jump without running the whole course: point the camera at the platform before it, so the middle of the view lies on its top, and press **Shift+F5** (**Play from camera position**). The llama starts there, facing the way the camera looks. If there is no walkable collision at that spot, the editor tells you instead of starting. ## 10. Iterate * Jump too long? Select the platform and nudge it with the **Move** tool (**W**) – with snapping (**G**) on, steps are 0.25 cells by default. * Too easy? Make platforms smaller (handles) or add an **Invisible wall** that forces a detour. * Add decoration: a **Fence** along the start, a few **Trees**, a library piece (see [Importing meshes and the library](07-meshes.md)). * Run **Level → Check for problems** before you share the level, then see [Sharing levels](17-sharing.md).