Basic Objects are essential components in Craftland, required for any type of map design. You can find Basic Objects in the Object Panel. Basic Objects are categorized into five types: Pattern Essential, Geometric, Presentation, Fence, and Container & Box. Each type serves distinct functions.

[Figure 1: Basic Objects]
Mode-Specific
Craftland offers numerous game modes from the start. The first step in map creation is selecting a game mode, so note that the required objects for each mode are not fixed. Most modes only require one Universal Spawn Point, but Parkour and Survival Defense modes have additional mode-specific objects.

[Figure 2: Universal Spawn Point]
Universal Spawn Point: This rectangular-shaped object defines the area where players spawn at the start of the game. After placing the General Spawn Point, you can also perform property settings, move, scale, and rotate it. In the property settings, you can adjust the number of players in the current spawn point and the team number for that spawn point.

[Figure 3: Universal Spawn Point - Team Settings]
Each spawn point’s capacity can be individually set between 1 and 12 players. The default number of teams and players per team varies based on different game modes. You can adjust these settings under Settings > Gameplay Settings > Match Size. The match size is determined by multiplying the number of teams by the number of players per team. If the number of spawn points is insufficient or the total spawn capacity exceeds the match size, the game cannot be started. You can debug by filling slots with bots during trial runs to verify if the current map’s team count and player distribution are reasonable. If not, a prompt will appear. When multiple spawn points exist and both “All Teams” and “Fixed Teams” are enabled, the system prioritizes confirming if the fixed team spawn points can accommodate the required player count. If insufficient, remaining players will be distributed to spawn points designated for “All Teams.”
Checkpoints & Finish Line: Checkpoints and the finish line are mandatory objects for Parkour mode. As essential mode components, they function as trigger objects with inherent gameplay rules. First, checkpoints serve as save points or scoring points in Parkour mode. Checkpoints are automatically numbered based on placement order. Players must pass through them sequentially starting from 1 to reach the finish line and complete the game, making them essential to parkour gameplay. Next is the Finish Line, which signifies the end of the game or victory upon reaching it.

[Fig. 4 Checkpoint & Finish Line]
Zombie Generator: Defense Survival is a PvPvE mode template. The Zombie Generator is a mandatory component for the Defense Survival mode. Victory conditions are set to either defeating a specified number of zombies or surviving for a defined duration, allowing you to configure the Zombie Generator’s properties to control zombie-related settings.

[Figure 5 Zombie Generator]
Within the property settings, you can configure: Number of zombies per wave, total waves, interval time (seconds), continuous mode, loot drop enabled, reset per round, start time (seconds), and trigger visibility (show/hide).

Figure 6 Zombie Generator - Property Settings
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Number of Zombies per Wave, Number of Waves, Interval Time (seconds): The Zombie Generator spawns multiple waves of zombies at set intervals during gameplay. You can control: How often zombies spawn (maximum interval: 30s) Total number of waves (maximum: 20) * Number of zombies per wave (maximum: 5)
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Continuous Generation: When enabled, zombies spawn continuously based on wave count and interval time, ignoring the Number of Waves setting.
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Enable Loot Drop: When activated, defeating zombies drops loot. Disable this if you prefer controlling loot acquisition via shop items or sprite scripts.
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Reset per Round: Resets the wave count and clears remaining zombies each round.
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Start Time (seconds): Time when the game begins.
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Show or Hide Triggers: Displaying triggers reveals zombie spawn locations during gameplay. If your map features multiple spawn points and waves, consider hiding triggers. Numerous triggers may obstruct vision, and hiding them conceals spawn locations, adding gameplay interest or difficulty.
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Edit: Within the Edit section, you can configure the zombie’s attributes and behaviors.

[Figure 7: Zombie Generator - Edit]
u200b Attribute Settings include zombie type, HP, damage, speed, damage multiplier, and detection range. Different zombie types possess distinct attack methods; HP represents the zombie’s health points, with values ranging from 50 to 20,000. Damage represents the zombie’s attack power, adjustable between 50 and 500. This value is multiplied by the Damage Taken setting found in Settings > Night Settings > Gameplay Rules Edit > General Settings to calculate the damage players receive from zombie attacks. Speed refers to the zombie’s movement velocity. The damage multiplier functions similarly to the aforementioned damage received setting. The zombie’s HP deduction is calculated by multiplying Damage Dealt by Damage Taken in Settings > Night Settings > Gameplay Rules Editor > General Settings. Sensing Range is a spherical area centered on the zombie, divided into three tiers: Close, Medium, and Far, corresponding to in-game distances of 2, 5, and 10 meters radius respectively.
Behavior includes Auto-Scan Enemies, Attack Mode, Pathfinding, Faction. Enabling Auto-Scan Enemies causes zombies to search their detection range for enemies of opposing factions. Attack Mode offers three settings: Aggressive, Passive, or Non-Aggressive. Upon detecting enemies, zombies will act according to these settings: proactively attack enemies, retaliate only after being attacked, or remain non-aggressive and merely loiter near enemies. If Auto-Scan Enemies is disabled, zombies default to Non-Aggressive mode. Paths are optional default patrol routes for zombies. You can find the Path Setter in the Object Panel > Functional Objects > Combat Supplies. During defense generation, factions are categorized as None or Faction 1 (understood as Team 1), representing the player faction. Setting zombies to Faction 1 makes them immune to player damage.
Through these settings, you can control zombie numbers and the strength of zombie factions. For more granular gameplay adjustments, add Pixel Scripts to zombies or zombie spawners.
Geometry
Foundational structural components of various shapes, used to build complex terrain or structures.
Effects
The Effects section provides NPCs, visual effects, text objects, icon objects, sound entities, custom path curves, and custom cameras. Each object serves a unique purpose.
NPC: After placement, adjust appearance settings, call upon in-game characters, pets, or costume models, and modify the current model’s skeleton and idle animations.

[Figure 8 NPC Appearance Settings]
Visual Effects: Visual effects enable specialized visual presentations. Their properties cover Visual Effects, Appearance, playback speed percentage, and auto-play settings. The Visual Effects module includes numerous built-in base effects for selection, while the Appearance section allows color adjustments to these effects.


[Figure 9 Visual Effects Settings]
Text Objects: Text objects allow adding visible text within a scene, typically used to guide players on gameplay mechanics. Text objects offer multiple adjustable properties, including: Content, Appearance, Always Face Camera, Font Style, Font Size, Visible Through Walls, Always On Screen, Display Layer, Width, Height, and Overflow Handling.
u200b Text Font Style In Craftland, three options are available: Bold, Italic, and Bold Italic. Note that width and height settings control the overall size of the text box. Since the default overflow handling is “Overflow Text Box,” width and height will adjust automatically. If you set it to “Shrink Font,” the font size will adjust automatically. If you set it to “Auto Wrap,” you will need to adjust the height and width to achieve your desired text style.

[Figure 10: Text Settings]
u200b Additionally, the settings for “Always Face Camera,” “See Through Walls,” and “Always On Screen” produce identical effects for text and icon objects. Enabling “Always Face Camera” prevents content loss from text/icon objects due to perspective shifts. With this feature active, text and icons maintain their front-facing view from any angle. Whether the " Wall-Penetrating Visibility determines whether text or icon objects remain visible through walls. When enabled, these objects will never be obscured by any surrounding objects. With “Always On Screen” activated, if text or icons fall outside the user’s field of view, they will persistently display as scaled-down versions along the screen’s edge.
Icon Object: An icon object adds a visible icon within the scene, typically used for guidance or in-game player prompts. Its property settings include: Display Mode, Appearance, Texture, Always Face Camera, Visible Through Walls, Always On Screen, Width, Height, Display Layer. You can browse the Texture section to find icon objects that meet your needs.

[Figure 11 Icon Object Settings]
Sound Entity: A sound entity adds an audio clip to the scene, often synchronized with scene elements or visual effects. Sound effect entity properties include: Sound Effect, Play Count, Loop, Volume, Auto Play, 3D Sound, Priority, Start Time (seconds).

[Figure 12 Sound Effect Entity Settings]
Sound Effect: Craftland provides multiple sound effects categorized into three main types: in-game sound effects, UI control sound effects, and background sound effects. In-game sound effects are related to player actions; UI control sound effects are associated with buttons; background sound effects are environment-related. You can adjust the required sound effects as needed.

[Figure 13: Sound Effect Types]
3D Sound Effects:Sound effects can be categorized as 3D or 2D. The key difference is that 2D effects only convey directionality in front, back, left, and right. 3D effects not only capture these four primary directions but also distinguish whether a sound originates from above or below, as well as more precise positions like upper-left or upper-right. When switching to 3D sound effects, you can adjust their spatial range using the newly available distance settings.

[Figure 14: 3D Audio Settings]
Custom Curve Paths: Custom curve paths are used to predefine movement routes for objects (characters, cameras, monsters, etc.) in animations. They require use with graphic element files. For example: When the protagonist enters a custom trigger range, an NPC can follow a custom curve path to reach your designated location. Designing an optimal path requires understanding the path type, whether it’s closed, and the waypoints. All three settings belong to the Properties section of the custom path. First, custom curve path types are categorized as Linear, Smooth, or Custom. Linear paths connect all waypoints with straight lines, while Smooth paths use curved lines throughout. With Custom type, you manually control whether the path between any two waypoints is curved or straight.

[Figure 15: Custom Curved Path Type]
u200b Waypoints mark the start and end points of each path segment and can be added without limit. Waypoints control the path order through sorting—hold the front end of a waypoint and drag it to the desired position. Each waypoint also has its own settings, allowing you to rename it and set its roll angle. Roll Angle defines the rotation angle of the current waypoint. Rotating a waypoint causes the path segments on either side to roll at that angle, so objects no longer traverse the path at a parallel angle. Closure indicates whether the final waypoint automatically generates a path segment back to the first waypoint. Enable this option when you need a looping path.


[Figure 16: Waypoint Settings]
u200b When using custom curved paths, note that to adjust a segment’s length, switch to Settings > Edit Mode and select point selection mode. Select a single waypoint and drag it to extend the path.
Custom Cameras: Custom cameras are typically used for performance sequences or cinematic cues. Examples include: entering a trigger to activate a special cutscene, switching from the player camera to a custom camera for playback. Or in puzzle modes, when players enter a trigger zone, switching to a camera aligned with puzzle hints. When using a camera, the object toolbar gains an additional option: [Window to Camera] (Figure 17: Custom Camera - Window to Camera). Clicking this button instantly switches to the target camera’s viewpoint.

[Fig. 17 Custom Camera - Window to Camera]
u200b In the property settings, custom cameras can adjust the camera projection mode to either orthographic or perspective (Fig. 18 Custom Camera - Projection Mode Settings). Orthographic projection, also known as “straight projection,” can be understood as “projection under parallel light”—the camera emits parallel rays of light, disregarding the distance between objects and the camera. Consequently, the size and proportions of objects remain completely unchanged in the image, without the “foreshortening” effect. Perspective projection simulates “human eye/real camera projection”—the camera’s rays diverge “from a single point” (similar to the human eye’s visual focus). Objects follow the “near large, far small” principle: closer objects appear larger, while distant ones shrink. All parallel lines converge toward a “vanishing point” in the image. Adjustment methods differ across modes: in Ortho mode, lens range is altered by adjusting orthographic dimensions; in Perspective mode, lens range is modified by adjusting the field of view.


[Figure 18: Custom Camera - Projection Mode Settings]
Fences
Basic structural components of various fence shapes, enabling the construction of gameplay-appropriate scenes.
Containers and Boxes
Foundational structural pieces for containers and boxes in diverse styles and shapes, enabling the construction of gameplay-appropriate scenes.
Download from the Resource Store

[Figure 19 Resource Store]
Downloading Objects
u200b Open the Resource Store to browse a diverse selection of objects. You can choose objects based on their preview images or search directly using keywords or resource codes. Click the plus icon below the target object to add and download it. Objects will be stored in your Purchased Assets and can also be found in the My Assets section of the Object Panel.
Ownership of assets is tied to your account. If you log in to this account on a different device, ownership remains stored in your account data, but you will need to redownload the asset.

[Fig. 20 Resource Store - Downloading Objects]


Removing Items
In the “Purchased Assets” section of the Resource Store, you can view all objects you’ve downloaded. Since there’s a limit on the number of objects you can store, it’s advisable to remove infrequently used objects when appropriate. Click an object to open its details pop-up window, then click “Remove” to delete it.

[Figure 21: Removing an Asset]