Superliminal

Superliminal

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Somnasculpt Workshop Level Editor How-To
By Pillow Castle Developer
A how-to guide for using the Somnasculpt Dream Workshop level editor in Superliminal
   
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Overview
This article will cover how to use the level editor in Superliminal. For a quick-start video tutorial, please go here:

The Superliminal level editor allows you to create your own levels and share them with friends. To access it: From the main menu, click ‘Extras’, then ‘Somnasculpt Workshop’. Once you’re loaded into the scene, walk down the ‘Dream Construction’ hallway to access the level editor area.
Objects
You can import your own custom objects for use in custom levels, but we also have a set of pre-made objects for you to use. For information on how to import your own 3D models into the game, please read this previous article.


In this first section of the object area, there are various wall pieces and a floor piece. These are the basic building blocks of your level. In the right-click context menu (which we will cover later), you can change the theme of the pieces to resemble the levels in the main game. Next to the walls are some decorations to pretty up your levels.


In the next section are grabbable objects. These are various interactable pieces for use in puzzles. You’ll also notice next to the table are some shelves. These shelves contain any models you have imported or subscribed to in the Workshop. Any custom models you use in making a level, which are present on the playspace, will also be included with the level when you upload it.


This next area has various useful objects for building your level. There are buttons that link up to doors, the level start and end flags, barrier doorways, a fan, and a whiteboard for writing your own custom messages. Note: you can add as many custom whiteboards as you like!


There’s also a music selector, which lets you choose a track which will play in your level. We’ve included nearly every track from the game, as well as some new music, for a total of over 30 tracks.
Placing Objects

Next, let’s go over how to place and move objects in the editor. First, note that by default in the editor, you can grab any of the objects just like in the main game. For more precise movement, press tab to toggle to 3-axis Mode. In 3-axis Mode, T is the Move tool, R is the Rotate tool, and F is the Scale tool. Lastly, Y toggles between global and local movement, while U toggles between the center of the object, and the pivot of the object. If you forget any of these hotkeys, they are listed in the Pause menu (Esc).
Editor Movement Features

We’ve included a few movement features to help you in the process of editing your level. First is the no-clip mode, which allows you to fly around your level. Press G to toggle this mode. Second is the Jump Ruler, which you can toggle with M. This brings up two guidelines that help you space your pieces correctly. The green line is the ‘ideal’ height for a normal jump. Not too high, not too low. The red line is the maximum height that you can jump and still mantle onto a ledge.
Context Menu

The Context menu can be brought up by right-clicking any of the objects. In this menu, you can edit properties of the object. You’ll notice that there are two columns - an Edit column, for modifying the properties of the object while you are in Edit mode, and a Play column, for modifying the properties of the object while the level is in Play mode.

  • Keep Upright: when true, the object will turn to be upright when you grab it
  • Preserve Rotation: when true, the object will not rotate around the Y axis when you’re holding it. This helps with placing walls.
  • Cloneable: when true, the object will clone when you grab it
  • Uses Physics: when true, the object can be affected by gravity. When false, the object will hang in the air.
  • Gravity: Here, you can choose, normal, off, or inverted. Off will let the object float around in the air.
  • Up Axis: This determines what direction is upright for the “Keep Upright” setting.
  • Locked: If true, you can’t grab or move the object. This is useful so that you don’t accidentally move an object that you didn’t intend to while editing the level.
  • Grabbable: If true, you can grab this object.
  • Material: If set to Lava, touching this object will kill you.
  • Theme: wall and floor objects have a theme setting. This will let you choose different visuals, based on the various areas in the main game.
  • Tag: doors and buttons have a tag setting. When you stand on a button or place an object on it, it will open any door with the same tag.
The Office Area & Uploading your level

The Office area lets you customize various properties of your level, as well as managing other levels. You can set challenge values for your level, including number of jumps, number of grabs, and a time limit. You can also title your level (you should always do that), give it a description, save your level, choose other levels from your personal collection, or start a new level.

You can also upload your level to the Steam Workshop with the Upload button, but you will need to finish a run on the level first, so you don’t upload broken levels.
To do this, select ‘Play Dream’ from the Pause menu (or select the Play Dream sign near the play space) and successfully finish playing (reach the End elevator).

Lastly, you can import other player’s levels using the Workshop board. Clicking the ‘+’ icon will bring up the Steam Workshop overlay, where you can browse through the custom levels that other players have uploaded, and subscribe to any of them.

Alright, that about covers everything in the level editor - have fun, and we can’t wait to see what you make!
3 Comments
STNGTE 31 Jul, 2024 @ 12:40pm 
hi there and thanks for this nice editor, it's a great addition!
Since we can already insert our own objects, it would be also great if there was a possibility to insert own music, I have produced something especially for my own level in the style of Superliminal ; )
KillerTruffle 8 Aug, 2021 @ 3:16pm 
Is there a way to link doorways or use them as portals as they were in the game? Or is that beyond the abilities of the level editor at this point?
LSRQ 4 Dec, 2020 @ 6:42pm 
I'm excited to see the levels that will come from this tutorial guide!