Getting Started

NOTICE: It is not necessary for you to use the editor to play the game. The editor is intended for advanced users that want to try their hand at creating their own levels.

The editor allows you to create your own Postal levels by placing characters, sounds and various other objects on the provided backgrounds. It is the same editor that was used to create the levels that come with the game.

Note: The editor is supplied on an "as-is" basis and we do not provide any support for it.

Note: The ability to create new backgrounds could not be included with the editor. It requires a number of specific tools and involves far too many steps.

 

Starting a New Level

In the Realm box, choose New to create a new level.

At the top of the dialog that appears is the Base Name box, where you enter the name of the "hood" that you want to base your level on. A hood is basically the background art for your level. To see a list of the available hoods, click the "..." button to the right of the Base Name box. You can choose any of the listed hoods.

Note: The original version of the Postal editor didn't display a list. If you are using that version, enter one of the following hood names:

Afb
Ghetto
Newcity
Skirts
bridge
Homer
parade
Trailer
CONSITE
Indust
PARK
train
Farm
mine
Salvage
Truck

Special multiplayer versions of some levels are available. They are generally reduced in size which can make for a more exciting game for a small number of players. With newer versions of Postal, simply choose the "multi" directory and then choose a file whose name starts with "MP". With the orignal version of Postal, type "MP" before the names in the list above and leave off any letters that cause the name to be longer than 8 characaters (e.g. MPconsite).

The Scene X rotation determines the angle at which the 3D objects are rendered.  For example, with a value of 90 for the Scene X rotation, you would see the characters as if you were looking down from directly above them, where with a value of 0, you would see them from the side as if you were at their level.

The Realm X rotation affects the physics of the level.  For example, with a value of 90 for Realm X rotation, objects moving upward would appear to move straight into the camera, where with a value of 0, objects would moving upward would appear to move perpendicular to the camera. 

For Side view-style levels, set these values to: realm x = 45, scene x = 30 and make sure Scale terrain map heights via view angle and Use side view 2D assets are selected.

For Top Down-style levels, set both values to 70 and make sure Scale terrain map hieghts via view angle and Use side view 2D assets are NOT selected.

% of kills sets how many of the level's hostiles must be killed to finish the level

3D scale changes the size of all 3D objects, with 1 being the "normal" size.

2D asset types lets you selects the correct view of the assets for the type of level you are working on. Use 2d/top/ for top view, and 2d/side/ for side view. Do not use 2d/sidebright/ as it is not currently supported and may cause problems in loading your level.

Do not change Shadow Angle, Shadow length or Shadow intensity as they are not currently supported and any changes may cause problems in loading your level.

Now click OK. The selected background art should now appear in the editing screen.