The tutorial is well made, but I'll add a few more points. (This is mostly for Mapkit Objects Chapter) 3:07 (I can't confirm this for sure) - I think if you have a meshpart named _Detail, it breaks low detal, but the map still loads just fine, it just causes a prolonged load time. Aside from that, any part or group you name it like that does get removed when you disable high detail. (This can also be a folder) It's either that or having so many parts with _Detail. 4:20 - Maps can work just fine without AirTank, Rescue missions, ziplines, slidebeams and buttons, But 1 thing with the air tank is avoid modifying it as it'll break the AirTank's function. You can duplicate them however to have more than 1 airtank in the map. This is useful if you have to be in liquid for a long period of time. (>13s if the water state is Acid or >50 seconds if the water state is Water) or if there's multiple swimming sections that require the air tank to complete. I recommend keeping the buttons however since it's a core game mechanic to Flood Escape 2. 4:31 - 1 Note with the ziplines is if they're not setup properly, it'll either break the entire map (Nothing works on round start or the map fails to load) or the zipline itself doesn't work. Also, if you make a zipline way too long, the game will freeze, then eventually it'll time out, breaking the lift entirely, forcing a server restart (VIP Servers) or rejoining into a solo server. (I learnt the hard way) 5:31 - I think the lowest you can slide through a slidebeam in Flood Escape 2 is 1.5 studs from the ground. 5:57 - This can also apply to things like if you add a lava texture to the liquid. The same method applies to that with any part that uses a texture beam and you have to resize it. It's worth noting that moving it to where the attachments are don't need this method (For wall jumps, this is Height) since the texture is extended with the attachment itself. 6:42 - While it is true that deleting them breaks the map, the map also breaks if you move them outside of the main group. (Example: Map -> Geometry -> ExitRegion). You always have to keep it like this (Map -> ExitRegion). This also applies to the following: ExitBlock, Spawn, Settings and EventScript. If any of these are not in the right spots, the map will not load in fe2cm. (Caution: This will not tell you why if you have multiple maps in the same model and at least 1 loads) 7:24 - Do NOT rename a group, folder or anything that is not a part to _Water#. If you do, this will break everything in the map, including liquids, buttons (Functions of it? - Idk with this one here), and the exitregion. (This happened with 1 of Rotanix's maps - Crystal Caverns Remake). This happens because it tries to change something into a liquid, finds it's a group, then the script in the game errors out, causing everything after it to fail to load properly. I'll add that unions can be used for liquids, but their behaviour in game is by the studio hitbox size and NOT the visual part size. I think you can also use wedges and cylinders for liquids, but I've not confirmed this yet. Just to be safe, only use parts for liquids. Overall, the tutorial is well made, this is just some extra points (I know this is more advanced, some are more warnings for newer map builders on things that break the map) that i wanted to add to the video itself. Hope this helps make it clearer if something goes wrong during map testing.
Oh, Interesting. I mentioned the detail point because 1 of my maps has this exact issue - Crystal Caves. It does have a lot of parts that are removed on Low Detail, so that might be why? I'm not sure
ROTANIX MY BELOVED YOU HELPED ME MAKE MY VERY FIRST MAP (still wip i am going all out on my first map) AND NOW YOUR MAP (i think) THIEVES DEN IS HIGHLIGHTED this might be a little underdated because they fixed the walljump resizing i think but i still think this is a very good tutorial series, it still helped me even though it is 1 year old i hope i get to see more of your maps in the future and hopefully mine!
How do i fix with all the scripts? I cant seeme to make it work. Like i dont get the run animation or the ability to slide or use any of the custom objects. Thanks for any help.
@@lucatony-bh7qg yeah, idk how to fix it. ig we will reamin stupid cuz nobody here helps with where tf u put them or what to do with them. and there ar eno other vids showing it.
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]
I'm confused, how did you get the controls to work properly? I did all the steps and I can't slide or anything How did you get it all to work in Studio???
To fix the things to work all you need to do is move the stuff out of the replicated storage folder and delete replicated storage folder in replicated storage.
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]
Hey here is a question: How do you make the character function like the one in FE2? Cuz everytime i load the map, it just moves like the default roblox animations. It cant slide, cant use the wall jumps, etc, how do you enable the character to be like the one in FE2?
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]
Hello here is a question : when i play the map on roblox studio i can't slide, use walljumps and don't have the run animation, how do i fix that i really don't find the issue?
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]
I'm making a chase map named level! Run for your life from the backrooms! And it will be crazy+ difficulty where the monsters chase the escapees instead flood.
This tutorial is great, but it's VERY confusing. I cant make ziplines work, no matter how much I follow. My map also FULLY broke because of using all of these folders (mostly work folder) so tip: you should always add the essentials a direct child of the map model not the folders otherwise Ur map will brake
The other folders don't break things as long as everything is in the right place. Here's the order they should be in (Map is the base group) Settings should be in Map -> Settings - All related settings has to be in the folder EventScript should be in Map -> EventScript ExitRegion should be in Map -> ExitRegion ExitBlock should be in Map -> ExitBlock Spawn should be in Map -> Spawn (NOTE: NOT Spawnpoint) As for the ropes, make sure they are numbered in order and is in the _Rope group. for example Point1, Point2, Point3 - This works just fine Point1, Point3, Point4 - This WILL cause the map to break. They have to be in order otherwise the map just breaks entirely As for multiple ziplines, just duplicate the _Rope group, but start from Point1 in the new zipline. Hope this helps with explaining how this works.
@@bakedcupcake2020 again thanks but I completely gave up on fe2 the game isn't fun anymore too much bad features and it sucks but it's my opinion so yeah
At 0:54, you show a prompt that says there are three scripts in the kit, but the current FE2CM Kit only has one (as of December 2023). Do you know if they removed two of the scripts or?? Thanks for the video!
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]
For some reason I can't even get the FE2 Map kit in the FE2 lobby. It's been a prominent problem ever since I started playing FE2 on this pc altogether.
I cant seem to get the animations for the game working and it just makes me run normally not allowing for spawning on the start or even slowing me to slide WHAT DO I DO
I might be a dumb silly, but how do you test FE2 Maps in studio? Does it automatically do it when you play or do you use a plugin or model? Cause I see the Air GUI appearing and the gameplay.
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]
ROTANIX help meee, I am trying to test out the things in my fe2 map i made, but in roblox studio, none of the actual things are loading. Wall jumps are just walls with textures, theres no sliding, and the ropes dont actually make ropes or the ziplines have the green bubble around them. Idk what to do
This tutorial is very use full but whenever I make my game r6 it comes up with a custom animation where it looks like the character is holding an air gun whilst sinking into the ground. How do I fix that?
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]
you need to enter in this code into the command bar [the bottom thing at your screen] game:GetService("InsertService"):LoadAsset(8029344686).Parent = workspace then put the things inside each folder into the designated place it belongs [the name of the folder the stuff is contained in]