Maps

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Markers and spawn points

Every map you build in Studio carries invisible markers: spawn points, checkpoints, chests, zones, the map's edges and more. Each one has tags and attributes, so your scripts can find it. Obby maps also come with pieces that already work when you press Play.

Where the markers are#

The plugin puts every marker in a Markers folder inside the map, with one folder per kind of marker:

Explorer
Workspace
  BloxMap                  the map
    Markers
      Spawn                SpawnLocations ("Spawn", or "Spawn1", "Spawn2" for teams)
      Checkpoint           one invisible Part per checkpoint
      Chest                one invisible Part per chest
      Bounds               a Model: Area, Wall1, Wall2, Wall3, Wall4
      Waypoint
        Path1              001, 002, 003... (enemy path, in order)
      ...                  one folder for every other kind
    BloxMapGameplay        the obby script (only on maps with playable pieces)

Which folders you get depends on the map. An obby has checkpoints, a dungeon has chests, a tower defense map has waypoints. Maps from a world have the same folders inside each section (see Worlds).

To look at a marker, click it in the Explorer. The Properties window shows its Tags and Attributes at the bottom.

What every marker has#

  • Two tags. Every marker has the tag BloxMapMarker and a tag for its kind: BloxMap + the kind, like BloxMapSpawn, BloxMapCheckpoint or BloxMapChest.
  • The attribute BloxMapMarker, set to its kind ("Chest", "Zone"...).
  • The map's details as attributes. Each detail the map gives a marker becomes an attribute that starts with a capital letter: index becomes Index, tier becomes Tier. A marker's name becomes Label. Three numbers become a Vector3 (like Size), two numbers become a Vector2.
  • Its name. A marker's part is named after its Label when it has one (a chest can be called "Royal Treasury"), and after its kind when it has none. So find markers by tag, not by name.
  • Invisible and out of the way. Most markers are anchored parts with Transparency 1, CanCollide, CanTouch and CanQuery off. They are sized and turned to match the thing they mark (a race gate is as wide as the track).

The main marker kinds#

Kind (tag)What it isUseful attributes
Spawn
BloxMapSpawn
An invisible SpawnLocation. Players appear standing on the map's own ground or spawn pad.Team (1, 2...) on team spawns, Size
Checkpoint
BloxMapCheckpoint
A checkpoint on an obby, a mountain or volcano climb, a race track or a scenic drive.Index (1, 2, 3... in order), Label. Obby: Stage, Zone. Climbs: Altitude, Final on the last one.
Chest
BloxMapChest
Where a treasure chest is.Label on many maps, Tier on some (a number on sky islands, a word like "legendary" in dungeons)
Loot
BloxMapLoot
Loot spots (battle royale, horror, adventure).Tier, Poi (the place it belongs to)
Zone
BloxMapZone
An area: a simulator zone, a village square, a field.Label, Radius (round zones) or Size (box zones). Simulator zones: Index, Cost, Multiplier. Village and swamp zones: Role.
Bounds
BloxMapBounds
The play area. A Model with an invisible box called Area and four invisible walls (Wall1 to Wall4) that keep players on the map.Size
KillFloor, KillPlane
BloxMapKillFloor, BloxMapKillPlane
The height below which a player has fallen off the map.Y (KillFloor), Size
Truss
BloxMapTruss
A real, climbable TrussPart (invisible) where the map draws a ladder.
Waypoint
BloxMapWaypoint
Points of an enemy path (tower defense), in Markers/Waypoint/Path1, named 001, 002...Index, Path, Distance
JumpPad
BloxMapJumpPad
A launch pad between sky islands.Target (Vector3), Apex
Fire, Smoke, Steam, FirefliesEffects. The invisible part holds a ParticleEmitter called BloxMapFx.

Maps can also have other kinds, depending on the genre: Objective, NPC, POI, Shop, Teleport, Start, Finish, Hazard, Egg, Pickup, Key, Door and more. They all follow the same rules: the tag is BloxMap + the kind, and the folder has the kind's name.

Team spawns#

Some maps (like castles and military bases) have a spawn per team. Their Team attribute is the team number, and the SpawnLocation gets that team's TeamColor.

  • If your place has no Teams yet, the plugin makes one Team per team (for example "Defenders" and "Attackers"), so team spawns work when you press Play. These Teams have the attribute BloxMapTeam. Clearing the map removes them again.
  • If your place already has Teams, spawn 1 uses your first team (sorted by name), spawn 2 your second, and so on.

Obby pieces that already work#

When a map has playable pieces and Make obby pieces playable (adds a small script) is ticked in the plugin, the build adds a server Script called BloxMapGameplay inside the map. It runs every piece tagged BloxMapGameplay, using the piece's attributes:

AttributePieceWhat happens in Play
Kill = trueKillBrick, Spinner arms, lava on volcano mapsTouching it kills you.
Stage (a number)CheckpointYou respawn on the highest checkpoint you touched. A Stage value appears on the leaderboard.
MoveX, MoveY, MoveZ (+ Speed, Wait, Phase)MovingPlatformGlides back and forth and carries whoever stands on it.
SpinSpeedSpinnerSpins around (turns per second).
FadeTime, ResetTimeFadePlatformFades away after you step on it, then comes back.
Finish = trueFinishConfetti, and the player gets the attribute BloxMapFinished = true.

The same script also uses two kinds of marker: falling below a KillFloor or KillPlane respawns you, and a JumpPad launches you to its Target.

You can listen for a finish in your own script, for example to give a badge:

ServerScriptService > a Script
local Players = game:GetService("Players")

Players.PlayerAdded:Connect(function(player)
	player:GetAttributeChangedSignal("BloxMapFinished"):Connect(function()
		if player:GetAttribute("BloxMapFinished") == true then
			print(player.Name .. " finished the obby!")
		end
	end)
end)

The map's own attributes#

The BloxMap folder itself has attributes about the map: MapName, Prompt, Seed, Theme, Layout, Genre, Time, MapSize, Studs and Objects (when the map has them).

Keep your work safe#

  • Building again replaces the whole BloxMap folder, with its markers and the BloxMapGameplay script. Put your own scripts in ServerScriptService, not inside the map.
  • Find markers by tag. Tags are the same after every build, so your scripts keep working when you build a new map.
  • Want your own obby systems? Delete BloxMapGameplay, or untick Make obby pieces playable before you build. The pieces keep their attributes and tags, so your own script can use them.

Next: Scripting a map has working scripts for spawns, checkpoints, chests, zones and bounds.

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