This is the rawdata help document. It covers all the map code you will expect to see when you use the /rawmap and /rawdata commands, so you can easily edit them.

Platforms
platform minx maxx y tile_name
Parameters:
minx: The left most x of the platform.
maxx: The right most x of the platform.
y: The y of the platform.
tile_name: The name of the tile that should be used, such as carpet, concrete, grass, etc. For a full list of platforms, please refer to the platform list by typing /platlist into the chat when you are on the game.
Example:
Create a concrete platform with a minimum x of 50, a maximum x of 100, and a y of 0.
platform 50 100 0 concrete

Staircases:
staircase minx maxx miny maxy tile_name
Parameters:
minx: The left most x of the staircase.
maxx: The right most x of the staircase.
miny: The bottom most y of the staircase.
maxy: The top most y of the staircase.
tile_name: The name of the tile that should be used, such as carpet, concrete, grass, etc. For a full list of platforms, please refer to the platform list by typing /platlist into the chat when you are on the game.
Remarks:
Staircases are not only a great way of creating platforms that take you up or down a level in your map, but they can also be used as extended walls. Simply replace the tile_name with a wall such as wallgeneric, wallwood, etc. For a full list refer to the /platlist command.
Example:
Create a carpeted staircase with a minimum x of 50, a maximum x of 100, a minimum y of 0, and a maximum y of 25.
staircase 50 100 0 25 carpet

Walls:
wall x miny maxy wall_name
Parameters:
x: The x value of the wall.
miny: The bottom most y of the wall.
maxy: The top most y of the wall.
wall_name: The name of the wall that should be used, such as wallgeneric, wallwood, walldoor, etc. For a full list of walls, please refer to the platform list by typing /platlist into the chat when you are on the game.
Remarks:
When building walls, keep in mind that the maximum height that a player can jump is 5. If you would like to create an impassible wall, you must make your wall at least 6 tiles high.
Example:
Create a wall that a player cannot jump over, that has an x of 10, a minimum y of 0, and a maximum y of 10.
wall 10 0 10 wallgeneric

Safe zones:
sz minx maxx miny maxy
Parameters:
minx: The left most x of the platform.
maxx: The right most x of the platform.
miny: The bottom most y of the safe zone.
maxy: The top most y of the safe zone.
Remarks:
A safe zone is a great way to keep certain parts, or the whole part of your map, safe. It disallows the use of all weapons, including bombs and robots. Please remember that when you make a safe zone, you will not be able to use or utilize any of these weapons and bombs.
Example:
Create a safe zone with a minimum x of 0, a maximum x of 100, a minimum y of 0 and a maximum y of 15.
sz 0 100 0 15

Zones:
zone minx maxx miny maxy zone_text
Parameters:
minx: The left most x of the zone.
maxx: The right most x of the zone.
miny: The bottom most y of the zone.
maxy: The top most y of the zone.
zone_text: The text that should be displayed when the user presses Z, or walks within the zone's boundary. For example, "Refridgerator", or "A grassy forest".
Remarks:
Zones are labels that really bring out the color in your map. They let the user know what something is, as well as its exact location. Please keep in mind that you cannot stack zones. Putting a zone on top of another zone will simply overwrite the prior zone with the newer one. Also, making your zones high ensures that people cannot jump out of the zone boundary and into an uncharted area.
Example:
Create a zone with a minimum x of 0, maximum x of 50, minimum y of 0, maximum y of 10, and the text "A forest".
zone 0 50 0 10 A forest

Sound sources:
sound_source minx maxx miny maxy filename volume
Parameters:
minx: The left most x of the source.
maxx: The right most x of the source.
miny: The bottom most y of the source.
maxy: The top most y of the source.
filename: The name of the source, such as music1.ogg or birds5.ogg.
volume: The overall volume of the source, between -30 and 0, with -30 being the lowest volume and 0 being the maximum volume.
Remarks:
Sound sources are another great way to add color to your map. They are useful for setting the picture in the player's current environment. Please note that if a source is not playing, you likely have an incorrect filename. To view a full list of sources along with their filenames, type /srclist into the chat.
Example:
Create a source named birds3.ogg with a minimum x of 0, a maximum x of 10, a minimum y of 0, a maximum y of 10, and a volume of -5.
sound_source 0 10 0 10 birds3.ogg -5

Doors:
door startx starty endx endy speed loop_sound moving_sound open_sound close_sound
Parameters:
startx: The start x position of the door.
starty: The start y position of the door.
endx: The destination x of the door.
endy: The destination y of the door.
speed: A value in milliseconds specifying how fast the door should move the player. For more information see remarks.
loop_sound: A filename specifying the sound that should constantly be played at the door's position.
moving_sound: A filename specifying the sound that should be played as the player is being moved by the door.
open_sound: A filename specifying the sound that should be played when the user presses Enter on the door.
close_sound: A filename specifying the sound that should be played when the door has finished moving the player.
Remarks:
Doors are a great way to simulate a new area on your map, or they can be used for other things. When making a door, the speed of the door is measured in milliseconds. Here is a list of helpful common moving speeds
500, 0.5 seconds
1000, 1 second
50, 0.05 seconds
Using - (minus) 1 as the door's speed will move the player there instantly.
If you do not want a loop_sound, moving_sound, open_sound or close_sound, you can use none.ogg or a non-existent filename in the specified area.
Example:
Create a door that starts at 0, 0, and moves the player to 10, 0, at a speed of 100ms, with door1open.ogg as the open_sound, door1close.ogg as the close_sound, and silence in the moving_sound and loop_sound parameters.
door 0 0 10 0 100 silence silence door1open.ogg door1close.ogg

Travelpoints:
travelpoint startx starty map_name endx endy custom_text
Parameters:
startx: The start x position of the travelpoint.
starty: The start y position of the travelpoint.
map_name: A parameter specifying which map the travelpoint should take the user to.
endx: The destination x on the new map that the travelpoint should deposit the user.
endy: The destination y on the new map that the travelpoint should deposit the user.
custom_text: An optional parameter specifying the text that should be spoken as the user presses Enter on the travelpoint.
Remarks:
Travelpoints are a great way to connect maps together, or to lead to different areas on the same map.
Please note that you may not use travelpoints to gain access to admin maps, such as the adminroom or arena, and you cannot use travelpoints to access the store.
Example:
Create a travelpoint at 0, 0, which takes the user to the safe_zone map at 30, 0, with custom text, "You are now in the safe zone!"
travelpoint 0 0 safe_zone 30 0 You are now in the safe zone!

Clocks:
clock x y start_text
Parameters:
x: The x value of the clock.
y: The y value of the clock.
start_text: The text that should be displayed prior to the time announcement.
Remarks:
Clocks will use your system time to tell you what time it is. Bearing this in mind, the time that is announced may be different than what is announced to someone else.
Example:
Create a clock at 50, 0, with starting text "The time is." If the user presses Enter, it will say "The time is xxx", where xxx represents the time announcement.
clock 50 0 The time is

Calendars:
calendar x y start_text
Parameters:
x: The x value of the calendar.
y: The y value of the calendar.
start_text: The text that should be displayed prior to the date announcement.
Remarks:
Calendars will use your system time to tell you the current date. Bearing this in mind, the date that is announced may be different than what is announced to someone else.
Example:
Create a calendar at 50, 0, with starting text "The date is." If the user presses Enter, it will say "The date is xxx", where xxx represents the date announcement.
calendar 50 0 The date is

Signs:
sign x y text
Parameters:
x: The x value of the sign.
y: The y value of the sign.
text: The text that should be displayed when the user presses Enter on the sign.
Example:
Create a sign at 30, 0, that says "Hi, welcome to my map."
sign 30 0 Hi, welcome to my map.

Hazard:
hazard minx maxx miny maxy
Parameters:
minx: The left most x of the hazard.
maxx: The rightmost x of the hazard.
miny: The bottom most y of the hazard.
maxy: The top most y of the hazard.
Remarks:
When a player steps on your hazard, they will immediately die. This is useful for challenge maps or blocked off areas. Your hazard must be at least 3 tiles low in order for it to be easily jumped, and at least 5 tiles high for it to be completely impassible.
Example:
Create a hazard that is too high to be jumped, that has a minimum x of 0, a maximum x of 10, a minimum y of 0 and a maximum y of 10.
hazard 0 10 0 10

Conveyer belts:
belt minx maxx miny maxy direction speed tile_name
Parameters:
minx: The left most x of the belt.
maxx: The right most x of the belt.
miny: The bottom most y of the belt.
maxy: The top most y of the belt.
direction: The direction the belt should move the user. For information see remarks.
speed: The speed (in milliseconds) at which the belt should move the user.
tile_name: The name of the tile that should be used, such as carpet, concrete, grass, etc. For a full list of platforms, please refer to the platform list by typing /platlist into the chat when you are on the game.
Remarks:
Belts automatically move the user in a specified direction and at a specified speed. The following directions are available.
0=right
1=left
2=up
3=down
Pleas note that belts will move you one tile past the end of the belt so that you do not get stuck on the belt. This means if you want a belt to take you to 10x, you must make the max x of your belt 9 and not 10.
Example:
Create a belt that takes you to 10x going rightwards. It has a minimum x of 0, a maximum x of 9, and a minimum and maximum y of 0. It uses the platform called wood.
belt 0 9 0 0 0 300 wood

Vanishing platforms:
vanishing_platform minx maxx y tile_name speed
Parameters:
minx: The left most x of the vanishing platform.
maxx: The right most x of the vanishing platform.
y: The y of the vanishing platform.
tile_name: The tile that the vanishing platform should use, type /platlist in the game's chat for a list of tiles.
speed: The speed at which the vanishing platform should disappear and appear at, in milliseconds.
Remarks:
Vanishing platforms are a great way to create challenge maps, or to use them for your own creativity. Please remember that vanishing platforms have their speed measured in milliseconds. Here are some common speeds.
500: 0.5 seconds
1000: 1 second
2000: 2 seconds
3000: 3 seconds
Example:
Create a vanishing platform that vanishes after 3 seconds. It has a minimum x of 0, a maximum x of 15, and a y of 3, using the grass tile.
vanishing_platform 0 15 3 grass 3000

Disallow camera:
nocamera
Parameters:
None
Remarks:
This disallows the use of the camera in your map. If a user attempts to press G, it will be ignored.

Disallow spyer:
nospyer
Parameters:
None
Remarks:
This disallows the use of the spyer in your map. If a user attempts to press the arrow keys while holding down Shift, they will be ignored.
