The Stinky and Loof in Wonderland Level Editor is available in the Steam edition of the game. It allows you to create and edit your own levels. You can begin from scratch, or from any existing level, including levels developed for the original classic trilogy. You can play levels while you are editing them, so you can be sure they play the way you want. Once ready, you can save levels to a new story, "My Custom Levels", and play them like any other levels in the game.
To start the Level Editor, press Esc anywhere in the game and then click the Level Editor button on the pop-up Settings form. The game displays the Level Editor File Menu, allowing you to select a level to edit, including the level you are currently playing (if you are currently playing a level).
The Level Editor displays the same level map as the game, except that the Editor:
You can pan around the level by pressing the middle mouse button and moving the mouse. When you release the middle mouse button, the level stays in its panned position; the view does not snap back to the active character, as it does in the game. Another difference from the game is that pressing the Shift key while moving the mouse does not cause panning.
You can zoom in or out of the level by spinning the middle mouse button.
See Editor Controls for a summary of all editor controls.
As you move your mouse around the level, the Editor shows a teal box with information about the tile and objects it's over, including a row and column reference.
Rows and columns are numbered from the top left, starting at zero.
The fundamental editing operation is copying and moving objects and tiles:
button to display the Add menu and clicking one of its buttons. This is how you introduce
new objects to the map.
A summary of these operations is available on the Editor Controls page.
When an object is selected, the Editor displays properties information about the object in an orange Selection Information box.
You can alter these properties while the object is selected by pressing an arrow key, the < key, or the >
key. You do not need to press Shift when using < or > (that is, the Editor interprets comma and period as if they were < and >).
The key to use is indicated in the Selection Information box as follows:
Object | Properties |
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Press < or > to cycle through the number of uses before the tile breaks. You can also specify a value by pressing the appropriate number key. | |
Button | Press < or > to cycle through available button colors, or press a number key to select a color directly.
Number keys are |
Press < or > to cycle through available cannon shot frequencies. | |
Press an arrow key to set the conveyor directions. | |
Press < or > to cycle through available Electro activation frequencies. | |
Press < or > to cycle through floor textures. | |
Gate | Press an arrow key to set the gate's orientation. For Laser Gates, press < or > to cycle through available gate colors, or press a number key to select a color directly.
Number keys are |
Press an arrow key to set the Ghost's movement directions. | |
Press an arrow key to set the direction the house faces. | |
Press < or > to cycle through ice curves. | |
Press an arrow key to set the Kaboom!'s movement directions. Press Shift+Arrow to set direction and change turn direction. | |
Press < or > to switch the character shadowed from Stinky to Loof to Qookie to Peegue. | |
Press an arrow key to set the Switcher directions. | |
Press an arrow key to set the UFO's movement direction. Press Shift+Arrow to set direction and change turn direction. | |
Press < or > to cycle through available wall heights. | |
Press an arrow key to set the Z-Bot's movement direction. Press Shift+Arrow to set direction and change turn direction. |
The toolbar is a row of orange buttons at the top left of the screen that each invoke an important Level Editor function. Each button has a shortcut, usually an F-Key.
The File menu allows you to select a level to edit. To display it:
There are eight buttons that can be on the File Menu, though one or more of them will be hidden depending on the current state of the game:
, or press the F2 key.
Display the Organize Custom Stories form that allows you to move levels and chapters between stories; add or rename chapters; delete stories, chapters, or levels; and export a custom story to a .loof file. | |
Start editing with a generic sparse level. You must rename the generic level before saving it. | |
Start a new edit session on the level you're currently playing. This button is available when you invoke the Level Editor from the Settings/Pause menu by clicking the Level Editor button while playing the game. | |
Continue a previous edit session. This button is available when you have used the Level Editor in the past and invoked it from the Settings/Pause menu by clicking the Level Editor button while playing the game. | |
Import from a .loof file (Stinky and Loof in Wonderland export file) that you or another player has previously exported.
This button pops up a file browser allowing you to select the .loof file you want to import.
.loof files contain either a level or an entire story, along with any custom graphics used by the level or story.
You can create one with either the Level Editor Save menu or the Organize Custom Stories form.
A successful import:
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Import a level developed for the classic Wonderland trilogy. This button pops up a file browser, allowing you to browse to the LEV, LV5, or LV6 file that defines the classic trilogy level you want to import into the game. Importing a classic trilogy level opens it in the Level Editor, allowing you to edit or save it like any other level. | |
Quit the Level Editor and return to the game. This button is available when you display the File Menu from the Level Editor by pressing F2 or
clicking its toolbar icon ![]() |
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Closes the File menu without taking any action. |
The Save menu allows you to save or export a level. Display it by clicking the toolbar
Save Menu icon
, or by pressing the F3 key.
There are four or five buttons on the Save menu, depending on the level you're saving:
Save to My Custom Levels | Saves the level to the My Custom Levels story so that you can play it like any other level in the game. If the level already exists in My Custom Levels, it is replaced; otherwise, it is inserted as the new first level of My Custom Levels. | ||||||||||
Save | Saves the level back to its original place in a custom story. This button is available only when the level you're editing is from My Custom Stories or from a custom story that you've added or created. It is not available for levels distributed with the game. | ||||||||||
Save To... | Saves the level to a new or existing custom story at the position you select.
Clicking this button pops up the Save To form (below) allowing you to select the story and insertion point for the level.
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Exports the level to an external .loof file (Stinky and Loof in Wonderland level file) so you can share the level with other players. This button pops up a file browser, allowing you to select the folder where you want to save the .loof file. Level save .loof files contain both a level and any custom graphics it references. You can import an .loof file into the game using the Import button on the File menu. | |||||||||||
Closes the Save menu without taking any action. |
Undo allows you to reverse up to fifteen changes. To undo, click the Undo toolbar icon or press Ctrl+Z.
Redo reinstates a change that you've previously undone. To redo, click the Redo toolbar icon or press Ctrl+Y.
The Add menu allows you to add new objects to the map. To display the Add menu, click the Add toolbar icon
or press the F4 key.
There are five groups of objects on the Add menu:
Mobile | Objects that can move, such as Stinky and Loof and their enemies. |
Objects that cannot move, such as tiles. | |
Objects that can be pushed by a character, such as boxes or reflectors. | |
Objects that manufacture other objects, such as box factories, motherships, and warp gates. | |
Objects for decorating levels, such as houses and trees. The Level Editor displays Scenery items that extend over multiple tiles (e.g. houses) as semi-transparent so that you can see the tiles they cover but do not occupy. You can use the Toggle Transparency command (Ctrl+T) to control this feature. |
To select a group, click on the group name at the top of the Add menu form. To select an object, click on its icon. This closes the Add menu and selects the object for copy, just like an object selected from the map with Shift+Click.
The Message Editor menu allows you to create and edit the messages that the game displays when a character steps on a chat icon.
To start the Messages Editor, click the Messages toolbar icon
, or press the F6 key.
Starting the Messages Editor displays the Messages List form that shows all of the level's messages.
Each message is identified with a two-digit number from 00 to 99 that is displayed in parentheses to the left of the message on the list form. The Level Editor map shows this number in red over the chat icon associated with the message. The number is never shown in the game itself.
A language dropdown in the upper right corner of the form allows you to display messages in any supported language for which the message has been translated. If no translation exist for a language, players using that language see the level's messages in English. You can enter or edit translations on the Message Detail form.
To display the Message Detail form for an existing message, click the message in the list. To create a new message, click the New Message button.
The Messages Detail form allows you to edit messages.
Messages can contain rich text (HTML-like formatting tags).
Use the Rich Text toggle to switch between viewing the message with the tags as entered (toggle off)
or formatted as directed by the tags (toggle on). A player in the game always sees the formatted message.
Use the language dropdown at the upper right of the form to display and edit the message in any supported language.
Other buttons and toggles on the form are:
Messages referring to game controls that differ between mobile and PC (for example, messages referring to panning or to touching the screen) may need to be different on different platforms. Use the Different PC Text toggle at the upper left of the screen to split the message area into mobile and PC text. | |
Click Place on Map to close the form and select the message to place on the map, just as if you'd clicked on the chat icon on the map. This button is disabled when edits are pending. | |
This button is shown when you edit an existing message. Click it to save the edited message and enable the Place on Map button. | |
This button is shown when you are creating a new message. Click it to save the new message and assign it a message number. The Editor automatically assigns the lowest available message number. | |
Click Delete to delete an existing message. The button is disabled when you are creating a new message. | |
Click Return to List to close the Message Detail form and return to the Messages List. If edits are pending, the editor pops up a message confirming that you want to discard them. |
The Custom Graphics menu allows you to manage custom graphics, including importing new ones.
To display the Custom Graphics menu, click the Custom Graphics toolbar icon
or press the F7 key.
There are four types of custom graphics:
Backgrounds | A background is the graphic that fills the screen behind and outside the map. You can create any number of custom backgrounds, each with its own graphic that is tiled and displayed across the screen. |
Houses are built into the game and used in many levels. A custom house graphic provides up to four designs for the walls and roof of a house. | |
Models are 3D objects that provide scenery for a level. You can design new custom models in any 3D modeling program (for example, Blender), and create any number of custom model collections, each with up to four models. | |
Styles are the graphics used to build the map, such as its floors and walls. You can define any number of custom styles. |
To select a custom graphic type, click on the type name at the top of the Custom Graphic menu form. This causes the form to display a panel containing a scrollable list of all graphics of the selected type. There are a number of built-in custom graphics that were created for the Secret Worlds and Beyond Wonderland stories. You can use these graphics in your own levels, but cannot delete or update them. You can add an unlimited number of you own graphics that can be updated or deleted.
If the level you're currently editing uses a custom graphic, the Graphics Manager identifies it by placing a blue checkmark icon
to the left of its name. You can add or remove a graphic
from a level by selecting it and then pressing the "Set in Level" or "Remove from Level" buttons. To select a graphic,
click on it. This highlights the line containing the graphic and enables one or more buttons that operate on it.
There are six buttons on the Custom Graphics form used on all of its panels, some of them global and some of them applying only to the selected graphic.
Import | Pops up a Windows Explorer form allowing you to browse for a zip file containing the files comprising a custom graphic you want to upload into the game. The required contents of the zip file vary with the type of graphic; see Custom Graphic Zip Files. |
Edit Delete |
Allows you to work with the currently-selected graphic. The button's label and function varies with the graphic:
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Sets the selected graphic into the level you're currently editing. The effect of this depends on the type of graphic:
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Removes the selected custom graphic from the level you're editing. This button is enabled only when the currently selected graphic
is marked with the checkmark icon ![]() |
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Update |
Closes the form and returns to the Level Editor. The button label changes from "Close" to "Update" if you've made any changes that affect the appearance of the level in the Level Editor, such as selecting a new style for the level. The Editor applies these changes and redisplays the level when you press the Update button. If you like, you can use the Undo button to reverse the changes. |
Displays this Help page in a browser. |
Pressing the View or Edit button on the Custom Models section of the Custom Graphics form suspends the editor
and shows the selected model as it would look in the game, along with the View Model form (for models included
with the game), or the Edit Model form (for models you've added to the game). The game map has the model at its center,
with Stinky behind the model. You can pan or zoom around the model, or move Stinky to change the view. If the custom model group
contains more than one model, you can switch between them using the dropdown below the form title. When you've finished
reviewing the model, press the Return to Editor button to return to the Custom Models form in the Editor.
If you've selected a model you've added to the game, the map includes the Edit Model form.
This form allows you to rotate, scale, or adjust the position of the model. When you're satisfied
with your changes, you can save them to set the way the model is seen in the game.
There are five sections on the Edit Model form:
Model Selection | A custom model group can contain up to four models. You can switch between them by selecting the desired model with the dropdown below the form title. If you have unsaved adjustments to the currently displayed model, the editor asks if you want to abandon them before switching models. |
Rotation | Allows you to rotate the model on any of its axes. You can use a slider or enter an explicit rotation angle in degrees from -180 to 180. The X rotation rotates the model from side to side; the Y rotation rotates it forward or back; and the Z rotation turns it around its center. |
Position Shift | Allows you to offset the model from its placement tile. The game map shown with the Edit Model form places the origin point of the model on its center tile. A model's origin point is defined by the 3D modeling program that created it, and can be anywhere within the model, or even outside it. You can use the position shift slider or enter an explicit shift amount from -1.5 to 1.5 in any of the axes to move the model's origin from the center of the tile. The X shift moves the model left or right; the Y shift moves it forward or back; and the Z shift moves it up or down. The maximum shift in any direction is 1.5 tiles. To shift a model more than that amount, use your 3D modeling program to adjust its origin point. |
Scale | Allows you to change the size of the model. You can use the slider or enter an explicit scale from 0.1 to 5.0 to scale the model from one-tenth to five times its original size. |
Buttons |
There are three buttons on this form:
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Each custom graphic consists of a number of files, with the required files depending on the type of graphic. To create a new graphic, create a directory with the name of the graphic and populate it with the required files, which you create with the image editor or 3D modeling program of your choice. When you're ready to test the graphic, zip up its directory and upload it to the game by pressing the Add button on the appropriate panel.
All graphics types must include a file called desc.txt containing a brief description of the graphic in English and optionally in
French and German. The English text must be enclosed in
The remaining required files depend on the type of graphic. The table below describes the content requirements for each graphic type. The Download links lead to an example zip file of each type that you can use as a model for creating your own.
Graphic Type | File | Description | Download |
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Background | back.jpg | A square tilable graphic. We recommend 256x256 for background graphics. "Tilable" means that copies of the graphic can be arranged into a grid with no boundary lines showing. | Fire.zip |
House | house#.jpg | A 256x256 graphic containing four 128x128 images. The top left is the front of the house; the bottom left is the back; the top right is the side; and the bottom right is the roof. There can be up to four image sets in a custom house graphic that must be named house1.jpg to house4.jpg. Each corresponds to one of the four house types you can select in the Editor. You do not have to provide all four houses in every custom houses graphic; any missing house types are replaced with the standard graphic for houses of that type. | Shack.zip |
Model | model#.obj | A Wavefront obj file containing a 3D model.
Wavefront files can be exported by a number of 3D modeling programs, including Blender. There can be up to four models in a custom model graphic
that must be named model1.obj to model4.obj. Each supplied model results in a custom model selection button on the Scenery panel of the
Add menu.
Most models designed for the classic Wonderland trilogy, such as those in the The Return To Wonderland Level Archive, are in 3DS format. 3DS is an old binary-based format that unfortunately cannot be imported directly into Stinky and Loof in Wonderland. However, you can use the free and open source 3D modeling program Blender to convert a 3DS file into the obj format that can be imported into the game. See Converting a Classic Trilogy 3DS Model to Obj for Stinky and Loof in Wonderland for a guide to doing this. |
KaboomStatue.zip |
*.mtl | A materials file containing textures for a 3D model. The mtl file is typically exported at the same time as the obj file by the 3D modeling program. It is referenced by name from the obj file and should not normally be renamed (its name does not need to match that of the model). If you do choose to rename it, be sure to update the obj file (a specially formatted text file) to reference the new name. | ||
Style | Breakaway#.jpg | A 64x64 graphic containing containing an image of a breakaway tile. All styles must have a Breakaway0 image. You can also supply images Breakaway1 to Breakaway3 that show the breakaway tile as more and more broken as a character steps on and off it. | Lush.zip |
Floor#.jpg | A 64x64 graphic containing containing an image of a floor tile. All styles must have a Floor0 image. You can also supply images Floor1 to Floor3 to provide alternate styles of floor tiles. Switch between styles by pressing the < or > keys after you select a floor tile in the Editor. | ||
WallAtlas#.jpg | A 768x1024 graphic containing six 256x256 images in the form of a cross that wraps around a cube to form a wall tile. See Wall Atlas Layout for detail on the layout of an atlas. All styles must have a WallAtlas0 image. You can also supply images WallAtlas1 to WallAtlas3 to provide alternate styles of wall tiles. Switch between styles by pressing the < or > keys after you select a wall tile in the Editor. | ||
WallSide0.jpg | A 64x64 graphic containing containing the image of a wall side tile. The WallSide0 image is used on the sides of any towers in a level. | ||
WallTop0.jpg | A 64x64 graphic containing containing the image of the top of a wall tile. The WallTop0 image is used to tile the background when you select the flat or slanted background for a level. | ||
Importing a Classic Trilogy Custom Texture You can use the ConvertStyle utility to convert a classic trilogy custom texture to a Stinky and Loof in Wonderland custom style. See Using a Classic Trilogy Custom Texture for more. |
The Properties Editor allows you to manage level properties.
To display the Properties Editor, click the Properties toolbar icon
, or press the F8 key.
The Properties Editor form contains a number of properties. Level properties that you have edited but not yet saved are are highlighted in yellow and italicized.
The internal name for the level. This name is not shown to players. It should be unique. | |
The level time limit. You can enter this either in minutes and seconds, separated by a colon, or just as seconds (with no colon). The form always displays minutes and seconds. | |
The level title shown on the Level Selection form and briefly displayed when the level is played | |
The language dropdown changes the displayed language of the level title, allowing you to enter or edit a translation. | |
The overall style of the level, affecting the appearance of floor tiles, walls, breakaway tiles, and other level components. | |
The background of the level, affecting what the game shows behind and around the map. | |
The color of the ambient lighting of the level. | |
The level's background music. The Chapter Default setting causes the level to use the music configured for the level's chapter ("Intro" is the default for Custom Stories and My Custom Stories). You can select one of six music tracks. Selecting a track causes the editor to briefly play its beginning. | |
The player's view of the level. There are three options:
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Level weather. You can select rain, snow, lightning, or any combination. | |
The size of the level map. You can enter a new width and height (between 8 and 99) into the "Desired" fields. When you do, the Editor highlights the center Anchor button and shows the number of tiles that will be added or removed from the top, bottom, left, and right of the level. You can change the anchor by clicking a button. For example, if you want to leave the lower left tile where it is and add or remove tiles only from the top and right, click the lower left anchor button. Click the highlighted anchor button to swap the top/bottom or left/right values. | |
Click this button to close the form and apply the changes on this form to the level you're editing. Values that will change when you click Update are highlighted in yellow and italicized. | |
Click this button to close the form aand abandon your changes. |
The Help button opens this help page in a browser and scrolls it to the section documenting the current Editor context.
To display Help click the Help toolbar icon , or press the F1 key.
You can press Ctrl+F1 to display the Editor Controls page.
The Play button returns to the game to play the level as it is currently configured in the editor.
To start playing, click the Play toolbar icon , or press the F5 key.
A level launched from the Editor plays normally, except: