Cube Racer

Cube Racer

Not enough ratings
Scram-Modding (Not Cube Racer related)
By VeK | Marloncha and 1 collaborators
In this guide you're going to learn how to correctly make and upload Workshop content for Scram.
   
Award
Favorite
Favorited
Unfavorite
Warning before starting
Making this guide I am not approving the illegal use of any game or franchise of any type.
Scram, the game I'm making this guide for have been, and was a Free to Play game that the developer "Crook/Dad/Jay" has allowed to be played in any reasonable place.
What we have been doing is NOT changing the base "Cube Racer" files, but using the app's Steam's code to open and upload Scram's content in it.
With this, I am not inciting to any player to use this method for illegal movements such Piracy.


PIRACY IS BAD AND ILLEGAL.

With this said, enjoy the guide.
Starting in Scram Modding and Workshop!
Welcome to the world of Scram modding!
In this place you'll learn how to Mod the game making maps (Maybe in the future actual coding stuff)

As a small summary, long time ago Scram was working in an in-game Map Editor, but it never got to be official, so months later thanks to Derek (One of the developers) the game got the Steam Workshop.
A place where people can post the mods of the games they like, this wasn't the exception for Scram.
But the tools and more likely the making of this mods were complicated at the time for the lack of tutorials/guides for it, so even the people that got maps working never got the enough quality for them.

That's why I'm here, with all the knowledge that I got (And will get) I'm going to make this guide to make this awesome and fun art called "Map Making" in an easier and comfortable way for New and Advanced makers.
What we need to use?
Let's stop talking and go for the FIGHT!

The First and obvious thing to do is, download Scram, more important, the version of Scram before Shrek5 called "New/Betas-Released/Steam/Paper" Scram.
But thanks to @Shy_Doge, we have the greatest way to play this with a special launcher that adds many features.
Click the button at the left to download the launcher, and if you want, press this button to enter his Discord server in case you have any error 🅾️DISCORD[discord.me]

-⏺LAUNCHER
(https://mega.nz/file/BtE0gYpK#IJwvY9GBGwW1ltgOqsyETtKEqI3Ep212LOCQjY849V0)
If Steam says it's flagged or malicious, just open it in the browser, you can check in any case in other websites that there is nothing wrong.

Recent versions of the launcher need Microsoft Net 6.0 to run. While you're downloading it a page will appear to download it, if not, this is a link to directly download it:
.NET 6.0 SDK (v6.0.407) - Windows x64 Installer[dotnet.microsoft.com]

Be sure to download 🅲🆁 Cube Racer Steam Page and have Steam Open while downloading.
Also open all the files you can with Admin permissions and with your router previously restarted.

- SCRAMTOOLS / WORKSHOP UPLOADER:
📗 Aidenkrz / ScramMapAddons[github.com]
⬛️ SteamWorkshopUploader Build10[github.com]
- UNITY 2017.1.5f1:
🔳UnityHub[public-cdn.cloud.unity3d.com]
(Or the Default Unity version)
(Not Recommendable)
🔲Unity3D/download[unity3d.com]


- BLENDER:
✴️ Steam's Blender Page
How to move in Unity + Folders, Materials and Textures
First of all we need to add the Scramtools into Unity, simply drag the file "ScramModTools3" into the Assets channel we will see later and Import everything it says.
Then it will appear in the left channel of the Assets list and also a new TAB right above in Unity.
1) Config tab
In this tab you can find the 4 important channels we will use, if I don't name the others is because you'll not going to use it too much.
-File: Make, Open and Save the Scenes here.
-Edit: Undo-Redo, Cut-Copy-Paste and more options for Mesh and the Scene.
-GameObject: Adds to your scene the selected Mesh (Preferable everything as 3D Object) that can be Geometrical figures, Lighting, Terrain and Multimedia (Text, Audio or Video)
-Scram Tools: Create, Config and Exports your Scram's mod.
2) Movement tab
Q / Grab: Grab the Scene and you can move it slowly, useful for small changes in Mesh.
W / Move: Moves the selected Mesh into a location based in X-Y-Z.
E / Rotate: Rotates the selected Mesh in X-Y-Z values.
R / Scale: Scales the selected Mesh in X-Y-Z values.
T / Transform: The same option of Scale, but this affects only the selected side X-Y-Z of the Mesh.
Also know that if you Right Click in the Scene you can freely see around and with WASD you can move + Shift if you want a boost of speed.
3) View tab
It lets you to change the Scene shading and visualization in general, as recommendation just use the first 3 options:
- Shaded: Let's you see all the scene without any external line in the mesh, just like if it was in-game.
- Wireframe: Let's you see all the scene just with the external lines, useful for line bugs.
- Shaded Wireframe: The mix of the above ones Shades the mesh with the textures and show the external lines, I personally use it while making.
4) Mesh tab
Here you can see the Mesh you've created while making the map, it's important to have them named and correctly organized.
5) Assets channel list
This small list let you see by name the folders you're working in, such as the ScramMod's files, your scene ones and textures etc...
6) Assets/Mesh view
This zone shows the Assets from the channel list but graphically, useful for texturing and searching mesh.
7) Mesh Inspector
This tab shows you all the configuration a mesh/asset have, and you can change-remove as you want.
MAKING OUR MOD!
The first step just knowing how Unity works, is start by using our Scram Tools, simply go to the new option in the Config tab and click in "Create"

My recommendation is that you choose the Mod folder, before the Assets and everything.

When your done, the first step will be removing the "Camera" (Useless because Scram adds it by default) and the "readme" in the now made Mod folder, that remember, will ever be in the list of mods you've made, so it's recommendable choose the right name for it.
ASSET FOLDERS AND MESH EMPTY'S
If you want to group Mesh in your Scene to organize or move them at once or move easily Rotated objects in space, you need to make Folders for them:

Right Click Mesh Tab > Create Empty
You can modify the name of this "Folder" by Right Click and Rename.

To add Materials and Textures into your map and don't make a Mesh, you need to make Asset Folders:

Right Click Assets/Mesh view > Create > Folder
I recommend making at least "Materials" and "Textures".
MATERIALS
Right Click Assets/Mesh view > Create > Material
Materials are made to put color to the map and show up the Textures we have added, they are an important process of the development of the map and knowing how they work could be useful.
Diffuse
In case you haven't notice, any part of a Scram map have a "Metal/Shiny" Shader in it, that's because they normally look bad, and the reflections are weird.

Material Inspector > Shader > Legacy Shaders > Diffuse

Now with this shader you only have 2 options, the Color and the Texture.
For the first one (Color) I recommend you using this App for you to find good Color choices for your Materials:
Color-hex[www.color-hex.com]
And the last option is always Paper Texture from the Asset folder "Textures".

Below you can see examples of how to use it in your map:
Transparent/Diffuse
The last ones could be made for Buildings, or random Mesh in the map, but, we don't only have that on our maps, sometimes we want to be able to see Beyond the walls.
This couldn't be possible more than making holes OR making the Mesh Transparent, and we have an option for that, so let's know how to:

Material Inspector > Shader > Legacy Shaders > Transparent > Diffuse

Below you can see examples of how to use it in your map:
(In the last one to show up this effect I've added layers and layers of Quads with that Transparent material, making a fake "Deepness" in the floor, this is because we don't have "Water" Shaders that looks cool so we need to improvise 😉)
TEXTURES
THE PAPER TEXTURE OF SCRAM!

Normally, you Shouldn't edit your Textures inside Unity because they are fine, just change the res if necessary.
But there are other times, where you have a Texture with Transparency and it brokes because Unity keep thinking that there is no transparent zone, that's because you need to fix it, just like Materials Above:

Texture Inspector > Alpha is Transparency > Apply
I repeat, this is only for textures that have some sort of Transparency, the ones that don't shouldn't waste time adding this.

And so, the Textures folder only should have the Paper Textures and the custom ones you're one to add later.
Unity GameObjects
LIGHTING:
Now I'm going to teach things that are in any gamemode, so we can focus in the others later.

There are 6 options for Lighting, but I'll see basically 4 of them.
You can found all of them in the Config Tab as "Game Object > Light"
Directional Light: Used for all the scene and makes the basic map color and shadows.
Spotlight: Useful for vehicles, lamps or small spots.
Point Light: Useful for big or closed areas, such rooms or open spaces.
Area Light (Baked Only): You need to select "Static" for all the mesh that touch it to work, is also a pre-calculated light to save space in the map.


SHADOW ISSUES:
The most common problems you'll find about lighting will be related to shadows and this are the 3 situations and their fixes:

- (1) Shadow Artifacts: This happens when the mesh only casts the normal face's shadow (I'll explain those in later points).
To cast both frontal and back faces of the mesh you need to go to the object and check it's "Mesh Renderer" component:
"Lighting > Cast Shadows > Two Sided"

- (2) Shadow Acne in Faces: Another way to fix the last problem is to copy the same mesh but with their normals rotated, but this makes Shadow Acne. Just remove all faces that collides in the same position with or without the same normal face.
- (3) Shadow Acne in Vertices: If you have vertices touching other faces or divided mesh this differences will cast shadows too. Remember to remove as much as possible all faces and vertices in your mesh that players won't see.

NOTE: All this 3 situations aren't completely fixable, there will always be a certain level of Shadow Artifacts and Acne. But one thing you must not touch are the Directional Light's Shadow Values.
- Changing the Bias value to something too high you'll lose Shadow rendering distance and if it's 0 it will permanently do Shadow Acne in Faces for all your mesh.
- Changing the Normal Bias to something too high will make the Shadows look at the opposite side and if it's 0 every pixel will have a shadow making a broken pattern all over your map.

The default values are fine and acceptable. Most players won't notice these slight differences anyways.

SKYBOXES:
"Create Empty" > Change the name to "Config" > Add Component "Mod Game Config"

- Horizon Rich: Perfect for Rainy aesthetics.
- Scram Day: Default Scram's daily aesthetics skybox.
- Day Break: Perfect for sunset aesthetics.
- Sun Mid: Recommendable for skyscraper or high buildings aesthetics.
- Sun Mid Stormy Clouds: A variant of Horizon Rich but darker, if you want hard rainy aesthetics.
- Blue Sunset: Perfect for dawn aesthetics.
- Moon Glow: Perfect for night aesthetics.
TERRAIN:
"Game Object > 3D Object > Terrain"
Raise-Lower: Left Click to Raise, Shift Left Click to Lower.
-Recommendable settings for inside map's Hills: Brush Size 10-15 / Opacity 1
Terrain Height: Shift Left Click to choose the height (Or manually below) and Left Click to move the terrain to that height.
Smooth Terrain: Removes all the lines making them curves.
Paint Terrain: Paint with a texture the terrain with Left Click.
-Recommendable settings for inside map's floors: Brush Size 10-15 / Opacity 0-1 / Target Strength 1

-How to add Scram's floor textures: Terrain Paint section > ⚙️Edit Textures > Add Texture > Select Albedo (RGB) Smoothness (A) texture in X/Y 10-15 values > Add.
Below, the Scram floor textures you're going to use in the Terrain GameObject Paint section:
INVISIBLE WALLS:
Collider Wall: ✔️Box-Mesh Collider / ❌Mesh Renderer
-You can't go through, neither shoot through it.
Boundary Wall: ✔️Box-Mesh Collider / ❌Mesh Renderer / ✔️User Layer 29: Boundary
-You can't go through, but you can shoot through, this is the most recommended one.
-Also if you don't remove the Mesh Renderer, you can make "Wallbang Walls"
Unity Effects, Layers and Tags
FLUFF
Fluff is the name we put to the Effect that appears in the maps while we walk.
It have been part of the Aesthetics of the maps since it started, and making them is really easy, you just need to copy the Configuration at the right.
To make it more easy, I'm going to explain how to exactly do it.

GameObjects > Effects > Particle System

Inside this New Particle System we can make a lot of things, but First, we need to know the Exactly channels inside of it we need (☑️):
- Fluff: In here you need to check 2, the "Start Color" section which need to be in: "Random Between Two Colors", which are:
FFFFFF05
FFD78012
And the Max Particles you can add, this will be, depending how many you want in the map in general, but remember not to add too much because it can lag, be careful.
- Emission: Just 1000, nothing to change here.
- Shape: It need to be in Box, but it depends the type of map you want, I recommend that it touches all the map, but if you want only in one zone, you can, btw, in (Blue) I'm showing that the Scale of height need to be the Double than the Position one.
In every map posted by Default, it appears a 50/10/50 Shaped Box of Fluff, so I recommend that if you want a map with custom Fluff, you move around the map or hide it so it don't show the default one.
- Color over Lifetime: Just choose "Gradient".
- Renderer: Nothing to change here for later.
KILLING FLOOR
We have an option for Evacuation and Elimination gamemodes that adds an important "campaign." feature, that's the mesh that can kill you if you touch it.
How can we actually add it? Well, it's actually pretty easy.
Select the mesh you want to be a "Killer" and copy it with the transform options.
Then add a new component called: "Mod Interact Spawner" and select "Instant Death".
Also remember that this option makes the "Mesh Renderer" disabled by default, so you need to add the Red color (By recommendation) in the Mesh by itself, making the Killing mesh as a type of "Collider".

LAYERS
Mesh Inspector > Layer > Add Layer...
Here you have the Cross texture for Block Doors and the layers order:

TAGS
Mesh Inspector > Tag > Add Tag...
These tags are made to put an extra detail into your map Mesh in case you don't want everything to look so "Concrete" all the time, and so, you can define for players if something is really wood or if it's just a brown color, for example.
By Default, the "Untagged" Tag will set the Mesh in Concrete and don't care if you put custom names to the Tags you made that the Effects I'm showing below will appear, so I recommend to put only the first 5 Tags, the others are only added as Easter egg or if you really really want to add more detail into Metal or maps in general.

Concrete: (Tag 0/Tag 5-10/Tag 12)
- When you shoot in the mesh appear the decals and also a Smoke effect.
Blood: (Tag 1)
- When you shoot in the mesh appear the decals and also a Blood effect.
- It makes a Blood noise when you hit it.
Metal: (Tag 2/11)
- When you shoot in the mesh appear the decals and also a Metal effect.
- It makes a Metal noise when you hit it.
Wood: (Tag 3)
- When you shoot in the mesh appear the decals and also a Good effect.
- It makes a Wood noise when you hit it.
Sand: (Tag 4)
- When you shoot in the mesh appear the decals and also a Smoke effect.
- It makes a Sand noise when you hit it.
Sword Parry: (Tag 13)
- When you shoot in the mesh Don't appear the decals but it shows the same Metal effect as the Metal Tag.
- The sound when you hit it is the same as the one when you hit a peasants parrying in pit.swordfight.
Void: (Tag 14-49...)
- When you shoot in the mesh Don't appear the decals and it shows no effect.
- It removes all Recoil from the gun when you shoot the mesh with it.
How to add Multimedia (Text/Pictures/Audio/Videos/Cameras)
TEXT
"GameObject > 3D Object > 3D Text"
If you want to have the Scram's text style, you need to have the Font of it.
Scram have had 3 personal fonts, we're playing in Paper Scram, but I'll add all of them.
New/Paper Scram:
Paper Johnny[www.dafont.com]
Old Scram:
Smile Comix[www.dafont.com]
Remastered Scram:
Hey Haters[www.dafont.com]
Then, after you have decided which font to use (Any .ttf really) you need to fix some stuff before finishing since this version of Unity mess up this type of mesh.

The first thing we need to do is fix the "Occlusion" they don't have, this basically means that the text will appear even through walls. So we need to add a new Shader to texts so they only appear in some angle where a mesh don't interrupt our view.
In the Assets channel: Create > Shader > Standard Surface Shader
Name it as OccludedTextShader or as whatever you prefer.
Then copy this code and build it pressing the "Play" button at top left.
Shader "GUI/3D Text Shader" { Properties { _MainTex ("Font Texture", 2D) = "white" {} _Color ("Text Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off Cull Off ZWrite Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha Pass { Color [_Color] SetTexture [_MainTex] { combine primary, texture * primary } } } }
After making the Shader, go to the Materials folder and Drag from your folders the Font you're going to use, after that, make a Material called as the Font but with the color, for example: "Arial Black".
In the Material select the new shader: GUI > 3D Text Shader
Drag the Font Texture found on the Font to the "Font Texture" option in the Material and change the color if you desire it.
Return to the Text Mesh you made earlier, and now check the "Text Mesh" component, below you have the font you wanna use, in this case Drag it from the Assets channel and change the material used in "Mesh Renderer" with the New one you have made.
NOTE: Before you could change the color of the text you wanted without making a new material, but now that you're making every text based on the material that has a color the option "Color" in "Text Mesh" is useless, so you need to make a new material for every new text with different color you want to add.

PICTURES
"GameObject > 3D Object > Quad"
Drag the picture into Unity, then into the Quad.
When you drag the picture, it will make a material by default, remember to make it: "Legacy Shaders/Diffuse" if you don't have Transparent parts in it or "Legacy Shaders/Transparent/Diffuse" for the ones that have, just like I showed above in the Materials tutorial.
Remember to fit the Quad aspect ratio with the picture Res you're going to add, for example in the picture at the right, it have 512x512 Res, so the Quad will have (1:1) Aspect ratio.
AUDIOS
"GameObject > Audio > Audio Source"
I haven't work too much with Audios, but let you know, that some files don't work even showing 0 bytes (Impossible) I don't know if it's a bug of this version, the file, or Unity by itself.
VIDEOS
"GameObject > 3D Object > Quad"
Drag the video into Unity, then into the Quad.
Remember to fit the Quad aspect ratio with the picture Res you're going to add, for example if the video is 1920x1080 Res, you will need to make the Quad (16:9) Aspect ratio.
Don't worry, if you can't see it in Unity, it's normal, it will play in-game.
CAMERAS
"GameObject > Camera"
Cameras can show the POV of a place in a stationary way and let people know what's happening in other zones of the map.
If you want to add one that the player can see you need to first make a Render Texture "Create > Render Texture", then change the name and in the inspector change the Size of it (Depending on the Screen ratio you want to show in-game you need to change this values, I recommend high res for example in a Square 1:1 1080x1080, but in a 19:8 ratio 1920x1080.
Then drag the Render Texture into the Camera option called: "Target Texture" and then what the camera is diplaying will be shown in the texture you have added.
What you only need to do is attatch this texture to a Material and a Quad, just like in a Video.

CAMERA SETTINGS:
1) Clear flags: Depending what you select, the camera will show different types of videos, for example:
Skybox = Shows up the Skybox / Solid Color = Shows the color you added as the Skybox / Depth only = If you don't have cameras, it will not display the background and every move will update the background instead (Useful for multiple cameras) / Don't clear = The same as Depth only but the background don't update after it moves (Is not recommendable at all)
2) Culling Mask: You can decide what is shown or not in the camera.
3) Projection: If you want a 3D or 2D image.
4) Field of View/Size: Distance that the camera will show up the images.
5) Clipping Planes: This will tell how far the mesh will render for the camera.
6) Viewport Rect: This only affects if you want to have the camera being displayed in a certain spot of the screen instead of the full view such as Radars. The X/Y options tells you the Position meanwhile W/H the Wide and Height of the camera (Resolution).
7) Depth: This is the "Level of Hirearchy" for Cameras in case you have more than one, the lowest the number the sooner the camera you have selected will appear.
Evacuation Gamemode
EVACUATION DESIGN AND BASICS
(In this 3 sections of the guide, I'm going to do recommendations, and also explain some things that I think, should be good to improve the way you see the gamemodes of this game.
With this said, I don't mean if you break any of this rules, but I repeat, is recommendable to have a good map)


EXPLANATION AND GOALS
A gamemode based on 2 teams with different goals and attributes each.
- Peasants: Call the radio > Wait for the Helicopter > Arrive in the Helicopter > Escape in the Helicopter.
- Mutants: Kill the Peasants in any of this scenarios.
BASICS OF EVACUATION
All evacuation maps are divided in basically 3 parts:
The Spawn of Peasants, the Middle (Were the battle begins) and the Evacuation zone.
The way of going into this 3 parts is Lineal, it means that the Peasants need to go through all this paths to successfully complete the map.
But we need to understand, overall, the design of the Evacuation gamemode, as you may know, is not so easy to do.
The Peasants, need to find the radio, that can be in 1 place protected by mutants (Making it balanced) or in various places (Making it more balance for mutants in random places)
So you need to make your map, based in the idea of how much protected the radio is from the Mutants and how many possibilities, the peasants have to call it.
But that's not the only thing here, as we have the Bunkers for the Peasants, places close to the Evacuation zone that have at least one Ammo box and where peasants can protect themselves in the time before the helicopter arrives, is this place so important, that every map needed to became a good and balanced map, if not, the mutants will win rounds really easily!
Also know that... all this parts are differentiated in 3 main zones in the Middle zone, it is almost a Circle view with 3 paths (Left(Blue)-Middle(Yellow)-Right(Red based on evac.bandwagon colors)) This not only makes the game more fluid, but more balanced because all this paths have different gameplay and different techniques for Mutants and Peasants that are communicated one to each other.
TEAM'S SPAWN POINTS
PEASANTS: (Necessary)
- Peasants spawn with the Prefab: "Creature Spawn Point" in the Spawn Points section. It's recommendable to leave the rotation only for the Y, if not they will spawn badly.
- In the Lobby they can exchange the money they won from killing mutants, calling the radio or escaping for guns.
MUTANTS: (Necessary)
- Mutants spawn with the Prefab: "Zombie Spawn Point" in the Spawn Points section.
- It's recommendable to leave the rotation only for the Y, if not they will spawn badly.
- In the Lobby they can exchange the money they won from killing peasants, destroying planks or escaping for classes.
GADGET SPAWNERS
- The Ammo box spawns with the Prefab: "Ammo Box Spawner" in the Gadget Spawners section.
- The Ammo box only works for Peasants, they can charge any gun with full ammo again after some seconds if the Peasants aim to it and interact.
- It's recommendable to leave the rotation only for the Y, if not they will spawn badly.
- The Pickups spawns with the Prefab: "Pickup Spawner" in the Gadget Spawners section.
- The Pickups can only be holded by Peasants, they can give Health or make a lot of damage (pineapple) if the Peasants aim to it and interact.
- The rotation doesn´t matter, but the height need to be enough to not bug the pickup in the floor (With Y/ 0.5m is enough)
(Necessary)
- The Radio spawns with the Prefab: "Radio Spawn Point" in the Gadget Spawners section.
- The first goal of Peasants, they are the only ones that can interact with it and it takes some time to do it. They normally appear in random places, but you can do it in one.
- It's recommendable to leave the rotation only for the Y.

HELICOPER
(Necessary)
The helicopter is the way to escape for Peasants, it's the most important part of this gamemode, the position of this one need to be exceptional.
For this, we have 3 stages to work with:
START:
- This is the stage before the arrive, and as one, it need to be moved away enough to not be able to see it until you call the radio and the Peasants are prepared to enter.
- The Position of this stage need to be: X/ 1000m Y/ 100m (>or=)
- The rotation of this one will affect the others, so it's recommendable to leave them all the same as this one.
ARRIVE:
- This is the stage where the peasants need to arrive, it means, get into the helicopter in time before escaping, so this stage need to be accessible for this ones, and of course, the mutants, that will try to stop them.
- The Position of this stage need to be: X/ 1.2-1.5m(>or=) Y/ 100m
END:
- This is the stage where peasants go away from the map, it's important to notice that Peasants are still vulnerable to the invisible walls in this stage, so if you have them, you should make a hole or something to stop it there.
- The Position of this stage need to be: X/ 50(>or=) Y/ 100m
Elimination Gamemode
ELIMINATION DESIGN AND BASICS:
EXPLANATION AND GOALS
A gamemode based on Deathmatch, specifially the FFA (Free for All) variant, where all players are enemies and need to kill each other to get more kills.
BASICS OFELIMINATION
Elimination as a FFA gamemode, don't have actually any good strategy about making them, just because don't care how you choose to do it, the players will try to kill eachother as that's the only goal.
But, at least for me, there is something important to do in this type of gamemodes, and that's balancing the spawns and the guns all of them can have, I'll explain myself....
If the powerups are too away from the players, it will be hard for players to have fun and kill each other, that's why you need to put this ones close to the spawns, but, of course, there are powerups more powerful than others.
For example, one of the most powerful guns, the SPAS or the Ocean Gun, should be in the center or far away, so players fight for those guns, even if that's not exactly "Fair".
Also remember not adding the spawns to close to each other, neither for the Ammo boxes, that for me, should not be close to the powerups, but not so far away that they can't do it.
Also there is a variant of Elimination where it doesn't even have Ammo boxes, so it makes more fluid the gameplay as people can grab the enemy's weapons from the floor. This variant should be in small maps meanwhile the ammo boxes one middle-bigger ones.
Also notice in my examples that I've made all the maps as geometrical figures, making it fair for any side, this is to basically to make the gameplay more fluid, and fair for almost all players.
But remember, all the ways you make the map, need to be in a way that players can't kill easily the other enemies while they're respawning.
TEAM'S SPAWN POINTS
(Necessary)
-The Spawns we're going to use are the "Creature Spawn Point" found in the Spawns Point section. But we can use the "Zombie Spawn Point" too, it doesn't matter.
GADGET SPAWNERS
AMMO BOX:
- The Ammo box spawns with the Prefab: "Ammo Box Spawner" in the Gadget Spawners section.
- They can charge any gun with full ammo again after some seconds if the Peasants aim to it and interact.
- It's recommendable to stay the rotation only for the Y, if not they will spawn badly.
POWERUP SPAWNER:
- The Powerup spawns with the Prefab: "Weapon Powerup" in the Gadget Spawners section.
- The rotation don't care, but the height need to be enough to be picked up in the floor or above it (With Y/ 0.94m is enough)
- The SPAS12 spawn is broken and show the AK one, at least for now.
War Gamemode
WAR DESIGN AND BASICS
EXPLANATION AND GOALS
This is a Team Deathmatch gamemode where both teams will try to have the most kills.
This gamemode also allows the teams to be secure in their spawns as bases, where all they can find the available guns.
BASICS OF WAR
As a Team Deathmatch gamemode, this mode need to be 50/50 (Fair) for both teams, as all of them will try to defeat the other in various places.
I saw that, in this gamemode there are only 4 variants of maps:
- Straight: A line between the teams.
- Curve: The Chokepoint for the team is in the corner of a curve.
- A Version: The Chokepoint is between 2 corners that have the same direction.
- S Version: The Chokepoint is between 2 corners of the opposite direction.

I've talked about Chokepoints but... What's this? Basically this is the place were both team's meet and fight, they can choose to protect their base, or attack even more entering the other places from the Chokepoint.
It's important to have at least 2 ways for the Enemy and Team of course to attack and protect the bases, this is to have more options and variety.
TEAM'S SPAWN POINTS
RED: (Necessary)
- Nazis spawn with the Prefab: "Creature Spawn Point" in the Spawn Points section. It's recommendable to leave the rotation only for the Y, if not they will spawn badly.
YELLOW: (Necessary)
- Soviets spawn with the Prefab: "Zombie Spawn Point" in the Spawn Points section. It's recommendable to leave the rotation only for the Y, if not they will spawn badly.
GADGET SPAWNERS
AMMO BOX:
- The Ammo box spawns with the Prefab: "Ammo Box Spawner" in the Gadget Spawners section.
- They can charge any gun with full ammo again after some seconds if the Creatures aim to it and interact.
- It's recommendable to leave the rotation only for the Y, if not they will spawn badly.
POWERUP SPAWNER:
- The Powerup spawns with the Prefab: "Weapon Powerup" in the Gadget Spawners section.
- The rotation doesn´t matter, but the height need to be enough to be picked up in the floor or above it (With Y/ 0.94m is enough)
- The position of the spawns in "War." maps are normally inside the buildings, so we need to measure them as it.
X/ 1.5m Z/ 0.1m and for the corner one 0.125m
- The SPAS12 spawn is broken and show the AK one, at least for now.

BLOCK DOORS
All the parts in the door's spawn barriers are Quads that are in the same transform properties, but the options of the 3 changes.
BARRIER: ✔️User Layer 21-22: "Team Collider" / ✔️Mesh Collider (❌Convex) / ❌Mesh Renderer
BULLET BARRIER: ✔️User Layer 18-19: "Team Hitbox" / ✔️Box Collider (✔️Is Trigger)
CROSS LOGO: ✔️User Layer 10-11: "Enemy Team Render" / ❌Mesh Collider / ✔️Mesh Renderer / ✔️Cross Shader in "Legacy Shaders Transparent/Diffuse" with the color you prefer
How to move in Blender
In the version of Unity we are using all this time is REALLY REALLY! hard to make good maps, mesh or any other thing into our map that isn't the default options.
But we have on our hands a good FREE tool to make Anything easily, faster and with infinitively more options than Unity.
WARNING!!!! I'm not the best Blender user, modeler, neither UV-editor, but I'll try my best 🥺

FRONT PAGE
1) Config tab
File, Edit or Help is what you can find here, when you're going to save or edit whatever about your .blend file.
2) Modes
This are the views of your .blend file:
- Object mode: Lets you see the model without any edit option.
- Edit mode: Lets you edit and modify all the mesh inside the model (Basically, creating the map)
- Sculpt mode: Lets you edit the mesh, but sculping it.
3) Channels
Important to know the difference:
- Modeling: Create your mesh and edit it to form something.
- UV-Editing: Edits the texture in the selected mesh.
- Sculping: Lets you sculpt any mesh selected, more useful with hills and mountains than buildings.
4) Tools
This is the tab you're going to use to edit more easily the mesh or movement of the camera.
5) View
In this place you can see the mesh in various ways:
- Solid: Only White texture in all the mesh.
- Wireframe: Let you see all the mesh's lines.
- Shaded: Lets you see all the textures.
6) Transform
Here you can change the camera position along the axis and view all the selected mesh transform options, such as the position, rotation or scale.
7) View Layer
Here you can see all the named meshes your .blend file have.
8) Properties
Here you can see all the properties the mesh have, included the "6) Transform" options and texturing.
If you have problems with the navigation (You can't literally move) Try to Zoom (Ctrl + Middle Mouse Click or Scroll) a lot of times, you may see how the camera is slowly moving again.
It don't work? Well, you can try to Edit > Preferences > Navigation > Check you have in Orbit & Pan the Auto: "Perspective" and "Depth" options selected.
MODELING
Select (W): You can choose different variants of selection.
Cursor (Space): Useful when you're going to add a new mesh.
Move (G): Moves the selected mesh.
Rotate (R): Rotates the mesh selected.
Scale (S): Change the scale of the selected mesh.
Transform (T): A mix of Rotate and Scale options.
Now after seeing the basic movement and mesh changing tools, we are going to see tools that EDIT this ones.
Exture (E): Extrudes the face, edge or vertex selected along the axis.
Inset (I): Inset new faces into selected faces.
Bevel (Ctrl B): Cut into the selected items at an angle to create a bevel.
Loop (Ctrl R): Cut mesh loop and slide it.
Knife (K): Cut freely along the mesh (Useful for art or details)
And even more options! But for that I'll recommend you to search in YT.
SCRAM'S MEASUREMENTS
1) Buildings and Stairs:
- Wall: X/ 0.3m(>or=) Y/ 3m(>or=)
- Stairs: X/ 0.2m (>or=) Y/ 0.2m
2) Doors and Windows:
- Door: X/ 0.1m - 1.4m - 0.1m Y/ 1.8m - 0.1m
- Window: X/ 0.1m - 3m (>or=) - 0.1m Y/ 0.1m - 1.2m - 0.1m
3) Crates, Straws and Fences:
- Crate: X/ 1m (>or=) Y/ 1m (>or=) Z/ 1m (>or=)
- Straws: X-Z/ 1.35m (>or=) Y/ 1.35m (>or=)
- Fence: X-Z/ 0.3m Y/ 0.5m - 0.1m - 0.5m - 0.1m AND for the other part 3m Max.
4) Ramps and Crouch holes:
- Ramp: 60º (<or=)
- Crouch hole: X/ 0.71m (>or=) Y/ 1.07m (>or=)
- Stand hole: X/ 0.71m (>or=) Y/ 1.54m (>or=)
Working in Blender
TEXTURES AND UV-EDITING
HOW TO ADD THE PAPER TEXTURE MATERIAL:
Select the Mesh > In the Properties select the Material option > New > In Base color click the yellow circle and select "Texture" and "Image Texture" > Search the Paper Texture.

For other mesh you don't need to make another material, just select in the icon the material and that's it.

As exactly Modeling, we need to "Model" the textures to fit into the faces we're working in. Remember that you need to have the same res for all the mesh you're working in, and if some have any issue, you need to change it.

You have the same tools as the Modeling one: Select box, Move, Rotate, Transform...

Before starting we need to be sure that the Geometry fits on the UV, so: Select Object Mode, press A so all Mesh in your scene get selected and press CTRL + A > Apply Rotation & Scale.
Usually if you know your map will not have more meshes you can skip this part.

Still in Object Mode, press A, return to Edit Mode and select everything pressing A once again so every face get selected and now you'll see the UV channel full of orange faces.
While selecting everything, go up and select the channel UV (Or press U) and select "Smart UV Project", don't change any of the options they give you and press "OK".
On the UV Channel select everything and use Scale (S) evenly until you get the wanted result.

Also as shown, it's recommendable to have 2 pages, one for UV Editing, and other for the Editor Mode so you can see how it's going.
If you're going to add the color, it's preferable to do it in Unity making Materials (Selecting the same Paper Texture as the one used in Blender) in Legacy Shaders/Diffuse or Legacy Shaders/Transparent/Diffuse depending if it's transparent or not.
Then dragging them to the model.
SCULPING
Make a plane 100x100 > Divide it 200 times X and Y
(Or simply make whatever size you want but of small 0.5 meters squares)

Select Sculping above in the Modes and choose only the first option and in Brush Settings:
Radius: 50px / Strenght: 0.5 / Normal Radius: 0.5
How to Sculpt:
Be sure that, in the Outliner you have the Plane selected.
- Raise: Left Click.
- Lower: Ctrl + Left Click.
- Smooth: Shift + Left Click.

Why we need to have a Hill in Blender if we have Hills options in Unity?
Because we have options here to do it, also, as we can't duplicate in Unity, we need to make an "Example" of Hill, if you're going to add into your War (50/50 map) a hill or any mountain in middle of the map.
So we make it the more 50/50 possible.

NORMALS
Have you ever seen the faces of your map invisible or not working?
It's because the normals (The direction of the faces) are wrong, remember select the Faces with normals.

Now, if you want to fix them, go to the Edit Mode option:
Mesh > Normals > Flip.
Or simply press ALT + N.

EXPORTING
Be sure of having the mesh selected > File > Export > FBX (.fbx) > Operator Presets:
- Path Mode: "Copy" (With the icon in blue)
- Include: "Selected Objects"
- Scale: "Apply Transform" (The scale need to be 1 meter)
> Select the Assets folder of your map for Unity
and that's it 😊
Exporting and making "scramod."
Finally!
You've finished your Blender Map, exported it to Unity and made all the changes you needed....

Now what? Of course, we need to put all of this outside Unity in a file called "scramod."
How we do it? Simple.
Unity > Save Scenes > Scram Tools > Exporter

You may see 2 options if you open the exporter of the Scram Tools:
-Configure: In This case means you haven't correctly choose the folder of Assets or mod export.
Simply go to the little gear in the top right of the small page and choose this channels correctly:
Mod Export:
Mod Asset Directory*: C:/X/X/Scram maps/(Mod name)/Assets/(Mod name)
Mod Export Directory: C:/X/X/Scram maps/(Mod Name) (Sometimes this one is optional)

-Build Mod: This means you have done this above step correctly and you're ready to export, simply press "Build mod" and it will load.
In case it tells you "Failed" something is wrong with your Scene, maybe removed mesh, lighting effects, code or scripts, whatever you should fix it until does.
If not, it will tell you "Successful" and the "scramod." file will appear in "Scram Maps/(Mod name)".
(Is not recommendable to change any "Mod Information" in the Configure options, just because they will not appear in-game, neither in the Workshop)

2 MAPS IN ONE SCRAMOD.
As you can hear, you can just put 2 maps (Only same gamemode sadly) in one "scramod." file.

What you need to do for this is going to Unity and, in the same scene, Create another Mod.
Then save the Scene and, Move the folder of this new mod into the first scramod you made.
Yes, you can accumulate as many you want in a single mod, but is recommendable to not excess, as people will wait to play only 2-3, if you want more it's recommendable to make them in different Unity files and "scramod." 's.

But if you export the file and you've made any change in the other mod, you'll notice that, in-game, there is no difference.
This is because you need to DOUBLE EXPORT the "same scramod.", it's like it need to export one, and then the other in a single file as it is in the same Unity file.
So if you have 2 mods in one, export 2 times, if you have 3 mods, export 3 times and like that.
Uploading to Workshop
Let's say, you've finally saved your Unity scene, even with more than 1 map inside of it....
What to do now?

Well, we can use 2 methods, both of them work properly talking, but some have some advantages that the other don't, so let's go starting.

STEAMWORKHOP UPLOADER:
The first thing to say is that if you want an efficient way to do it, you need to have the scramod. files and modding in general close to each other.

Now if you have it downlaoded from the second section and Steam open...
Open the "steam_appid.text" file and change the code for the Cube Racer one: "705210"
So when you open it, the content you upload will redirect to the Cube Racer Workshop.

Open the "SteamWorkshopUploader.exe" file and you will find a full menu with only 1 option that is the test one, this will help us to understand what to do:

At the bottom right you can see "Enter item name..." and "Create Item"
This options are only available for the Uploader, it don't change anything in the Workshop page, so you simply add the name of it and you make another Mod Pack but empty, here below you can find the options until you upload your mod:
Option
Description
1) Preview image filename
You can find the image folder in this place: SteamWorkshopUploader > WorkshopContent just before the folder where you put the scramod. files.
Remember! When you add the image name, you need to add the type of image: "PNG/JPG..." for that I recommend a Square 1000x1000.
2) Title
Add as recommendation "Scram-" at the beginning of it so people search your map more easily or by other hand, the type of map "Evac. / Elim. / War."
3) Description
In this case, as you may know if you've wrote a lot in Steam, you can use the Formatting help for it, also if you want to add a picture for it just search a website where you have it and add "[IMG] [/img]" (This last in Capital letters) and in middle of both the link for the picture.
4) Tags (comma delimited)
The normal one is empty, but we can add as the Title above, the gamemode type in this part, such "Evacuation/Elimination/War" or even more if you add "," after the tag.
5) Visibility
Public: Everyone can play and download your map, this is recommendable when you finish the map or at least release it.
Friends Only: Recommendable when you're playtesting Multiplayer in your map.
Private: Recommendable for playtesting Singleplayer mechanics or bugs in your map.
6) Enter change note...
Here, as the Description, you can write a custom Change note before uploading your map. As recommendation you can add the version of the map: "0.0.0" then name the changes below, for better understanding of the updates for your map. And yes... as usual, you can use Formatting help in this case too, so you can upload image's links.

When you're done, just press "Submit" below at the right side and you're done! (Check the Status if something went wrong)

Let's see an example for one of my maps:
Remember that if you change any of this options in the Workshop page, you need to do it again in the Uploader, if not, the old text will appear instead.

SCRAM UPLOADER:
Open Scram > Workshop > Upload a Mod
Option
Description
1) Gamemode
In this version, even if you have the .CONFIG file with any of the 3 gamemodes "Evac./Elim./War." you need to specify it here again.
2) mod name...
This is the title of the Workshop page, but in this case you don't need to add "Scram-" because it does by default thanks to the Launcher.
3) find mod
Search the "scramod." file you want to upload
4) find icon
Search the icon you want to upload for the Workshop page.
Recommendation for the picutre of a Square's 1000x1000 one.

In case you want to make a new update with this method just click in Scram > Workshop > Upload a Mod > Modify
You need to repeat the whole process again and click "Update mod"

DIFERENCES BETWEEN BOTH METHODS:
Title
Scram Uploader have less options, but it adds "Scram-" at the beginning of the Title by default.
In-game Updates
Scram Uploader let you upload mods without downloading something separate, but you need to make the whole process again for new updates.
Options and saving
Workshop Uploader has whole more options you can customize and all of them save after uploading thanks to the ".json" files you found in the "WorkshopContent" folder.
Out-game Updates
Workshop Uploader need to be downloaded separate from the game, but that lets you upload updates without even playing the game, something that let you download faster the updates before testing.

It's your choice, but if you have enough space to download the Workshop Uploader, give it a try.
Workshop Page
THE FINAL BOSS.... THE ENDING!!!
Here, is our final step to upload our beautiful mod for the Workshop.
Our presentation need to be EXCEPTIONAL!

If you need to search your Workshop map you can do it in 2 ways:
- 1: The Scram Launcher with the "Workshop" button that redirects you to the Cube Racer Workshop, where you need to type "Scram" to search the maps posted by the community, Included YOURS!
- 2: In your Steam Profile in the "Workshop Items" channel.
Even if you've used the WorkshopUploader method, or the Scram's one you need to change the Workshop page for the presentation of our mod, if our mod is not attractive to new players, nobody will play it, AND WE DON'T WANT THAT!
Let's see the parts of the Workshop page below:
Option
Description
1) Images
As Steam only allows 8MB images here, you can't upload default Full-screen pictures, so go to any app/website and change the Screenshots to at least 1400x780 res
Also as recommendation please let at least 1 Eagle View/Radar of the map and various screenshots of any zone of the map, but don't repeat identical ones too much.
2) Icon
Recommendable to be 1000x1000 as specified in the upload tutorials above.
3) Tags
As specified in the upload tutorials, it's recommendable to tell the gamemode the players are going to play in case you haven't added it to the Title.
4) Change Notes
Here you can see all the updates descriptions the mod had.
5) Opinions
Here you can see various options for players to give their opinion of the map, also the button "Share" to copy the link you'll share to people (This one is useful for browsers)
6) Subscribe
The most important button of all, here you can subscribe to your own creation to Playtest the map, or players to experience your mod.

MORE WORKSHOP OPTIONS!
Option
Description
1: Edit title & description
Let you add, remove or change the title or description of the page.
2: Add/edit images & videos
Let you add, remove or change positions of the images and videos you upload.
3: Add/remove Contributors
Do you work with other person? Do you want that person to edit the page too? This is the option.
4: Allow Comments
Do you want people to give their opinions? (YES YES) No? (I SAID YES) Well ok... here is the option.
5: Delete
Here you can PERMA delete your Workshop page but... don't worry, if you've saved the description and pictures you've posted then there is no problem. Or in case you want to really remove it from the list.
6: Visibility
Public: Everyone can play and download your map, this is recommendable when you finish the map or at least release it.
Friends Only: Recommendable when you're playtesting Multiplayer in your map.
Private: Recommendable for playtesting Singleplayer mechanics or bugs in your map.

CREDITS
THANKS TO @Derek, @Aiden, @Shy_Doge and @soap FOR MAKING THIS POSSIBLE!

@Derek and other devs for making the Workshop tools.
@Aiden for saving them and helping users with it.
@Shy_Doge for making the awesome launcher and helping me in Unity and other platforms.
@soap for helping me playtesting various options and Unity help too.

amogus - Shy_Doge

CONTACT THEM HERE:
-Steam: @Derek / @Shy_Doge / @soap / @Aiden(or gaming)
-Discord:
@Derek / derek#1942
@Shy_Doge / Shy_Doge#6959
@soap / soap#0913
@Aiden / gaming#6597 (Alt Cherry / Cherry#6852)


If you have any question you can say it in the comments below!

Enjoy!
9 Comments
PinkRat 10 Jul @ 9:25am 
good guide
ogle 20 Nov, 2024 @ 5:00pm 
This game is now shrek 4
ASAL 31 Aug, 2024 @ 1:56pm 
good one
cheeki-breekiv1.1 11 Apr, 2024 @ 6:31am 
im aboutta scram
120.1 fm radio 29 Jan, 2023 @ 4:54am 
10/10 guide
Big Eye Guy 10 Dec, 2022 @ 11:49pm 
Very based 🫡
Durk 14 Oct, 2022 @ 6:37pm 
very good epic guide 10/10 :steamthumbsup:
The Bone Method B 9 May, 2022 @ 3:48pm 
very epic guide :steamthumbsup:
Shy  [author] 9 May, 2022 @ 10:01am 
epic guide ngl