Twitch VOD part 1: https://www.twitch.tv/videos/396031717 (small intro)

Twitch VOD part 2: https://www.twitch.tv/videos/396030751

promEUs, a map maker that has made many of the Diabotical maps, some of which have been shown previously on streams, will be showing off the process of creating a map from scratch in the Diabotical editor and answering questions from chat about the Diabotical editor and about map making.

This map that promEUs will be building on stream will go on to be in the game. Through this stream you will be able to witness a map being made that you will be able to play yourself in the future, when the game is available.

TLDW
-CTF will be 5v5

-The map editor is not done, the team is focusing on gameplay to finish the game

-Recent CTF map with a Japanese theme is shown, designed by promEUs, arted by Scorch_ with some art retouches by promEUs

-Brawl map with a Japanese and industrial theme is shown

-promEUs will be making a dedicated Instagib brawl map during the stream because they are the quickest to make and Instagib maps are nice for new players to get a feel for the game

-promEUs shows his editing controls menu

-promEUs made a sketch beforehand to not get stuck thinking about what to build while inside the editor

-promEUs starts a map and shows the elements of the default map (you get a default starting map when you type /edit followed by a name that doesn't exist in your map folder)

-The terrain tool is shown

-The blocking out process is shown

-It's possible to copy and paste block textures

-The symmetry function is shown

-Making maps dedicated for certain game modes can allow for some freedom with the type of decisions that you make since you don't need to have certain concerns to make the map compatible with how different modes play

-Dynamic props are shown

-It's easy to add your own models to the game client side by adding them to your folders

Twitch chat: gdfirefrog: if you can 3d model it's relatively easy, you need to split everything in blocks and then there's a declarative language that specifies rules [regarding dynamic props]
--gdfirefrog: fbx 7.3, and models exported with blender works, which people usually ask about
---gdfirefrog: we have the ability to attach lights to assets though it's just we haven't done it for most props yet

-There is an undo function

-All of the maps in the game are original, made for Diabotical

-The map editor being in-game helps with testing and iterating the map while building it

-The map editor is multiplayer capable (multiple people can edit at the same time and test the map while doing so)

-Light properties are shown

-Most lights are updated automatically with the exception of ambient lights which can be forced to update by re-inputting its radius

Twitch chat: obs_: so there is no lightbaking at all?
---gdfirefrog: no @obs_ the engine was designed to make editing a perfect preview
---gdfirefrog: only things that are preprocessed are things that cal be precalculated in subframe times like for example an ambient light grid, so the user never notices that they are preprocessed

--obs_'s: wouldn't baked lighting be higher quality?
---gdfirefrog: ya @obs_ , baked lighting would be higher quality, it's a sacrifice for editing

-There's an editor lock list to make certain elements unselectable (can make selecting what you want to select easier)

-PnCR(rail gun) starts at 60 damage then 70 and 80 if you hit shots consecutively, you can then do a PnCR jump which doesn't do self damage but will reset you down to 60, however in Instagib it will always be charged up, maybe in the future abilities will come for Instagib like a hook

-There isn't a speed cap

-Adding a jumppad is shown

-Adding a weapon is shown

-Adding a spawn is shown

-Adding a mover is shown (a prop that moves) that is triggered by a player entering a volume or by a player shooting a trigger (which can be the same prop that moves or a button)

-There's tab completion in the console

-Fog lights are shown

-Skybox change is shown

-Decal is added to the wall of a map

-Weebles(hand grenades similar to Q2) are shown

-promEUs uses /pastefile to copy and paste a model that he added to his folder, it's not necessary to restart the game in order to import a model

Twitch chat: -zigg1zagg1: oh nice so u dont need to restart the game or anything to import models?
---gdfirefrog: @zigg1zagg1 you can reload anything dynamically except a few low level things that need to remain locked by the engine

-Items have weapon respawn times per game mode at the moment

-A finished version of this map will be shown in a future stream