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Suggestions: file size increase and player tags

1 reply [Last post]
Mon, 04/27/2026 - 14:32
Spark-Of-Kill

I would like to suggest an upload limit increase for players looking to build larger and more detailed maps. Having to cut back on detail and decoration to fit within the file size limit is a frustrating restriction to work around, I hope an increase to 150kb isn't too much to ask for.

Storm's End, an impressively large map created by Nurr is just under 140kb, t's unlikely that anyone would need more than that

Suggestion 2: player tags and signal list

A common point of difficulty for map makers has to do with tags and knowing what signals an item can accept. I'm aware the crucible wiki page gives some insight on the basics, as well as things like the "basegate" signal. But a lot of this stuff is unexplained, and its up to us to throw everything at the wall until something works and then go from there. (trying to learn what all of the conditionals do and how they work gives me a headache)

If it's possible, it would be of immense help to have some sort of list or a way to view what tags/signals an item can accept.

Perhaps when selecting on a prop, an option appears that lists all available signals that works with it. It doesn't even have to explain what the signal does, just knowing that "this item can receive the "next" signal" is enough to let people figure it out the rest.

In a similar category, something we've been trying to achieve is a signal that can detect which team a player is on.
Ex. A player on team 1 enters a walk area, signal 1 is sent to a handler. But if a player on team 2 enters the same walk area, signal 2 is sent instead.

If this is already possible to make, it would be wonderful to know how. Or to have the tools to make figuring this kind of stuff out easier. If not, then I'd like to suggest to add something that could make this possible

A way to do this (which doesn't seem possible at the moment) could be to allow us to set our own tags onto players. (I assume whatever makes the team barriers function could be used for this). The ability to Tag players ourselves would be preferred, as we could utilize that in other gamemodes

Mon, 04/27/2026 - 14:54
#1
Fangel's picture
Fangel
A tutorial is nice but documentation is nicer

My biggest issue in the editor has certainly been the lack of documentation. I find myself rummaging through options with the hope of finding something that might work, and then never know why exactly it isn't working - if it's because I have the wrong tool, or just don't have enough information about how the right tool works.

A great example for me personally is an interruptible timer. I wanted to have a statue pressure plate count down so long as the plate was pressed, and pause the timer when it's removed. Despite there being a "start timer" and "stop timer" option, I'm frequently at a loss for how those are supposed to work, or if I should be using a different method like an increment loop that's mixed with an activated/deactivated handler.

I would love an example level that simply breaks down use cases for every signal we have in the game. Both because we'd have accurate documentation for all signals, but also because seeing it used in action can help with determining how each signal can be expanded upon.

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