Diabotical map editing

From Liquipedia Arena FPS Wiki

Diabotical's in-game Map Editor is still feature-incomplete and requires knowledge of the in game console to use effectively. If you're familiar with some basic command line operations and willing to use a work-in-progress tool, then the Map Editor is extremely powerful and capable of making impressive maps - all of the official maps were made with it!

The Map Editor is accessible by clicking on the Folder icon, in the top right corner of the Main Menu. (It's the fourth from the right) You can also bring up the console by pressing `, and typing /edit.

This documentation references an official document, which is currently better formatted.

Any help maintaining this new wiki is appreciated!

The Basics[edit]

  • This wiki will often reference console commands in the format of /command. These are commands that you input into the console, which is opened by pressing `.
  • Before starting, take a look at the editing controls tab in your settings menu to get a feel for the default keybinds, and change any if you'd like to. Note that the default copy and paste binds are broken, and you'll need to bind them to a single key for them to work.
    • There are a number of useful commands that currently don't have a spot on the settings menu that you may want to manually bind yourself.
      • /bind editor KEY set_block 2 Creates an invisible player collision block. Useful for setting up smooth collision over complicated prop areas.
      • /bind editor KEY set_block 3 Creates a 45 degree vertical block. Pressing the key again will rotate the block.
  • Save your map with /save MAPNAME. You should do this often, as the map editor is somewhat prone to crashing.
  • Toggle edit mode with F4. Any editor keybinds you set will only work in edit mode.
  • In edit mode, bring up the tablet with F1.
    • In the Add tab, you can select materials, decals, and props to add to your map.
    • The properties tab lets you manually edit scale, rotation, and advanced properties of anything you select (if available).
  • Work with blocks by using the select tool to click and drag over an area. Use your scroll wheel to add or remove blocks from the face you have selected. Double click to select all blocks on a face.
    • Materials can be added to blocks via the tablet to change their appearance. You can also copy and paste materials. Materials can be adjusted by selecting a face and using NUM2, NUM4, NUM6, and NUM8.
  • All props and decals will snap to your current Grid Snap setting, which can be changed with F5, F6, F7, and F8.
    • Translate props and decals with the arrow keys, Home and End.
    • Rotate props by holding Ctrl and using the arrow keys, Home and End.
    • Scale props and other entities by holding Shift and using the arrow keys, Home and End. Static props and other entities will rely on the keys that correspond to coordinates, while the direction keys used to increase the size of dynamic props depends on the player's perspective. Dynamic props will increase in length/width/etc with new segments being created, rather than increasing in scale and potentially being deformed (some will increase size in only some directions).
    • Duplicate props and decals by holding Alt and using the arrow keys, Home and End.


Please read this section before working on any map:

  • * Props must be within a 1000 unit range of Block in order to be visible correctly (there is no longer a -4000 unit to 4000 unit limitation for props to be visible)
    • It is recommended that you do not create a map that goes beyond those distances.
    • You can use /printcamera in the console for information about your position.
  • The terrain will only go 2048 units above its offset_y.
    • /set terrain will tell you information about the terrain, by default it will be -1,070.
    • Changing the offset_y of a map will only be visible after saving and reloading the map.
      • While it might look that infinite height mountains are created, they will only go 2,048 units above the offset_y (978 by default).
  • Be considerate of performance! Try to avoid the following:
    • A large number of volume lights and clipped lights .
    • A large number props and pickups.
    • Long sightlines.
    • Large areas without blocks. (Walls of blocks are required for the game to occlude, or prevent objects behind them from being loaded/rendered.)
    • A high density of props with movement enabled (such as lifts and doors)
  • It may appear that it is not possible to move props and entities precisely, this is because of your current /editor_snap distance
    • 1 stands for 1 block, or 40 units. 0.5 for half of a block, or 20 units, and so on.
    • Precise movements can require lower editor snap distances
    • F5, F6, and F7 are default binds that will change it to 0.01, 0.05, and 0.25 respectively.
  • It may seem that the editpad (F1) doesn't have any props: You need to type something in the search box, then delete it, to refresh the catalog and show every entity available to you.
  • Only the radial symmetry works correctly with props, test it first before starting a mirrored map.


(This is not an appropriate wiki line but note that this should be much better organized and formatted in the feature, my sincere apologies for how it's presented right now, I have not had time to do a better job)

Useful commands[edit]

Race physics[edit]

/multi /phy_target_tickrate 125; /phy_crouch_speed 160; /phy_accel_ground 15; /phy_surface_friction 6; /phy_accel_air_anisotropy 1,70,1,1,70,1,1,70,1; /phy_air_speed 32; /phy_air_steering_torque 4800; /phy_air_speed_anisotropy 10,1,10,10,1,10,10,1,10; /phy_air_steering_torque_anisotropy 1,0,0,1,0,0,1,0,0; /phy_auto_jump 1; /phy_bolt_type 1; /phy_slide 0; /phy_multi_jump 100; /phy_step_up 21; /phy_ramp_rel_impulse_up 1; /phy_ramp_up_speed -1; /phy_ramp_down_speed 1; /phy_strafe_mode 2; /phy_ramp_impulse_up 0; /phy_triple_jump 255