Streets of Rogue Chunk Pack making Guide – Hidden Details (WIP)

Streets of Rogue Chunk Pack making Guide – Hidden Details (WIP) 1 - steamsplay.com
Streets of Rogue Chunk Pack making Guide – Hidden Details (WIP) 1 - steamsplay.com
After reading the ultimate content creation guide and playing SoR with custom chunk packs you wanna make some more and share them with others? Good! This extra guide will teach you the secrets of how to do it properly-ish like a pro.

Intended specifically for making new custom Chunk Packs (with optional custom characters) that will appear randomized in a regular playthrough. You will still need Abyssal’s guide, so keep that one open too – this guide mostly delves into the deeper secrets and the process of making a high quality chunk pack, including the thinking/mindset behind it.

This guide will not cover customized missions/campaign maps.

 
 

How to Chunk Pack (summary)

 
There are two ways to go about making chunk packs: 
 

#1 Yolo amateur

 

  1. Open the level editor straight away. 
  2. Put down some walls, floors, objects, items, lights and npcs. – guided by “what feels good”. 
  3. Only use the ingame-help buttons for hints. 
  4. Be confused at what some of the functions do. 
  5. Try to playtest the chunk, revealing NPCs don’t react properly, you’ve made impassable walls in the map and things don’t do what you wanted them to do. 
  6. Attempt to brute force, trial and error, get frustrated and lose hours of time trying to fix problems you have no proper information to resolve them with. 
  7. Get demotivated and give up OR release a crappy pack that sucks. Or do both at the same time.

 
 

#2 Chad Professional

 

  1. Watch the level editor tutorial video: docs.google.com – https://www.youtube.com/watch?v=Fglj8e3Pi70 
  2. Remember to build chunks with the correct rotation if its a dead-end, tunnel or near the border. 
  3. Don’t try to make every level have every feature – keep each district unique and remember pre-existing chunks or other custom chunk packs in what they already offer and how they’ll interact with your chunks. 
  4. Remember to always include multiple solutions and gameplay options for your challenge chunks that contain important objects (things that can become elevator unlock objectives during the game). Use windows, doors, locks, cover, vents, air filters, guards, cameras, obstacles and hazards to cater to both stealth and combat approaches in the game. The more options and features, the better. SoR is a chaotic game with funny unexpected situations, after all. 
  5. Its ok to stop and think – even for hours or days – on how to make a specific chunk work, how to organize the entire pack or how to make a cool idea work within the limitations of the game. 
  6. Grab either pen/paper or whatever sketching tool you may have and just doodle the different chunks ideas you’ve listed one by one, where the walls/floors are, what NPCs/objects it has and how it would play both as stealth or combat. These are meant to be as low effort and fast as possible, just to give a basic idea of what you’ll make – so that when you’re in the level editor actually making it, you’re focused and know what needs to be done and when it is finished. 
  7. If the blank canvas gives you paralysis/creators block, you can use a random level brainstorming generator by UwUMacaroni to give you some basics to grab on to and start with. gamejolt.com – https://gamejolt.com/games/SOR-Build-Gen/593128 gamebanana.com – https://gamebanana.com/tools/download/6989 
  8. After all this prep, you may now open the level editor to actually make the levels according to the plan you’ve made. Follow Abyssal’s guide to creating custom content on the basics of building the chunks and chunk packs for the rest. 
  9. Best way to build is going down the list as it is in the editor. Do it in phases: 
  10. Start with drawing walls, place down floors, place objects, place NPCs, add lights – use Play to test it at this stage. 
  11. Then go back to floor layers, use Select to select and designate the correct Owner/Prison IDs, set up the parameters for each NPC correctly, designate important objects, set up spawn chances. 
  12. Double check that the floor OwnerID and PrisonID are correct. Triple check any NPC. 
  13. Give the chunk a name that helps you know what chunk type it is, what size it is (1×1, 1×2 or 2×2), and what its known as generally, a unique 5 character signature, and a sequence number how many’eth it is. Like “bar_1x1_cold_doc_1” or “zoo_1x2_hedges_doc_1” or “citypark_2x2_fountain_doc_1” ect. Stick to this naming format and make it easier to browse and edit them later. 
  14. When setting up Owner/Prison IDs or other special npcs that you expect to behave like they do in vanilla game, first save you own chunk you’re working on then load the vanilla prefab they’re in normally in, use Select to check their values and then replicate that back in your chunk to ensure everything will work as you want it to. This part can trip you up if you don’t do everything exactly same as in the prefab examples. 
  15. After these phases, you can return and change walls, positions, objects, add/remove stuff and tweak parameters as needed as many times as necessary – don’t expect the chunk to be finished right away, usually there may be a detail or two that you missed or something you forgot. 
  16. Also Save often – the level editor can crash sometimes, so keep saving between changes as soon as it feels like you made some progress.

 
The rest of the guide explains some of these parts in more detail. 
 
WIP 
(add pics, improve formatting) 
 
 

Level Editor – Hidden Tricks

 

  • Absolutely make sure that there is atleast 2 tiles of empty/nothing around the entire chunk! Failing to do this makes impassable walls during level generation sometimes. 
     
  • Technically 1 tile empty around chunk is possible too, but the path may be blocked by randomly spawning vending machines or trashcans. No bueno. 
     
  • Doors AND Windows MUST face INTO the room they are looking inwards. i.e. If you have a door or window located to the south of a room, their direction must be set to north. 
     
  • Around the edges of chunks, trash cans, vending machines and some misc objects are placed automatically and randomly by the game even if they weren’t placed manually by the chunk author. 
     
  • You can prevent random object/obstacles spawns by placing “Clear (Owned)” floor around the perimeter of the building or anywhere else you specifically want to keep empty. 
     
  • Vents and air filters must be placed by you. Game will not automatically place those. 
     
  • Doors and windows can be both placed on top of walls (meaning you do not need to erase walls where you plan to put windows or doors to), but they will also still work even they are not placed on walls. 
     
  • To place laser emitter, you only need to put one – the other one will automatically be placed at the furthest point in the direction you designated. 
     
  • Do not manually put direction for Cameras or Turrets – just leave direction to None. They will automatically orient and decide how to operate. 
     
  • Some furniture and objects will auto align to face away from walls – meaning you can place chairs, TV, refridgerator, stove, vending machines etc next to a wall – keep Direction as “None” and it will automatically rotate them to face away from wall, saving you time from having to do this manually. You can override this by just setting the direction yourself if needed. 
     
  • You can make Chunks that are built into the border walls – the important thing is to always organize them like this: 
     
    Streets of Rogue Chunk Pack making Guide - Hidden Details (WIP) 
     
  • The order is always TOP, LEFT, RIGHT, BOTTOM for which directions are blocked most commonly. 
     
    Do note that Level Exit, Mayor Start and Level Start must all be facing downwards originally – the game will automatically rotate them for you during level generation, flipping the Starts upside down. 
     
  • The prevent NPC AI from choosing to get stuck on fences on purpose, just place a “Clear (Owned) tile + PrisonID 1” floor underneath the fences. 
     
  • Generally, floors 1,2,3 work like this: 
  • Floor 1 = foundation of entire building – MUST go under walls too! Important!! 
  • Floor 2 = specific room stylings (kitchen, bedroom, cell, corridor etc). – doesn’t have to go under walls. 
  • Floor 3 = carpets and extra styles. 
     
  • When placing carpets or walls, make sure they use all use the same Multiple In Chunk number (1 or higher), otherwise each individual floor tile of that carpet will be of different color or type. Multiple In Chunk makes them all same style, for consistency. 
     
  • It is possible to create water currents by combining Conveyor Belt (Floor 2) + Water (Floor 3). There may be more creative ideas like these, experiment with the floor styles to create cool stuff. 
     
  • Certain features ONLY work within certain chunk types. If you want an arena behaviour, you MUST use the Arena chunk type. Same for hospitals, ice rink, malls, movie theaters and so on. The game has hidden functions that you only can figure out by playing the game and talking to each NPC and remembering where that happened. 
     
  • Some features of Chunk Types only work within specific Districts in the game (Slums, Industrial, Park, Downtown, Uptown, Mayor Village). If some feature you added into a chunk doesn’t seem like working at first, its because its spawned during a different district where that specific feature is turned off by the game’s code (which can’t be changed, unfortunately.)

 
WIP: 
(talk about PrisonID how its actually more a RestrictedAreaID or OwnersWillGoHostileIfYouStandHereID, ID 1 not used for cells, ID 2 and above used for prisons, except ID 22 and 23 used maybe for panic rooms, but I dunno about that yet fully) 
(multicell prisons/apartaments/hotels) 
(arena, slave shop, podium, mayor office, mall setups (Owner ID 99 for multishop guards)) 
(that one annoying door gap glitch) 
(preventing from no-entry door from showing up when you didn’t intend to (put a Clear (Owned) front of it or something)) 
(how certain walls do not connect visually and how some do – deal with it or avoid it etc) 
(how generic type chunks are like empty spaces between other chunks) 
(being careful not making spaces too tight to block interact prompts in certain cases) 
(if locked doors or windows not knockable/tappable from outside, then direction is wrong) 
(make sure NPC and floor OwnerIDs match up – if they protect stuff) 
(how Important Targets work.) 
(how spawn chance and randomization works with those) 
(probably something more I missed) 
 
 

The Making-of ‘Children Expansion’ Chunk Pack

 
(Here I detail the process by which I made the pack, talking about the idea, the mindset and the planning behind it) 
 
(Then I go over the part where I use the SoR Reference Sheet to assign each ideated chunk for the correct Chunk Types to ensure they’re properly spread across the playthrough and their features functioning correctly.) 
 
(Later I showcase UwU Macaroni’s generator tool in going from blueprint inspiration to the final actually built chunks) 
 
WIP, Come back later 
 
 

Chunk Checklist – Don’t forget these!

 
WIP 
(did you add combat and stealth solutions) 
(did you add important objects – where applicable) 
(did you set the correct chunk type, owner/prisonIDs for floors and NPCs?) 
etc etc gonna finish later 
 

Written by Doctopus

Here we come to an end for Streets of Rogue Chunk Pack making Guide – Hidden Details (WIP) hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!


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