The Level Editor Workspace

The Level Editor opens on a Choose what to edit screen, where you pick Mod or Classic Reskin. See Mod Levels vs Classic Reskin — the choice decides whether you are editing gameplay data or only replacement art.

Changes save automatically into your mod folder; copy the folder before a large experiment.

Layout

Area Holds
Left sidebar The content tree: levels, scenes, layers, objects, spawns, and special screens. Select here; edit in the Inspector.
Preview The scene as it will appear, with editable handles for objects, walls, scroll limits and collision shapes.
Inspector Properties of the current selection.
Asset browser Images and animations available to the level. Drag from here into the scene.
Timeline Frames of the selected art animation.

Preview Controls

Input Action
Wheel up / down Zoom in / out by 10% per notch.
Right-drag or Middle-drag Pan the view.
Left-click Select the object under the pointer.
Left-drag Move the selected object, or drag a handle.
Delete Delete the current selection.

Zoom is limited to a range of roughly 0.1× to 10×, so you can pull back to see a whole scene's scroll range or push in to place a spawn precisely.

Handles scale inversely with zoom, so wall and scroll-limit grips stay the same size on screen whatever the zoom level.

Keyboard

Key Action
Ctrl+C Copy the selection.
Ctrl+V Paste.
Delete Delete the selection — in the preview, in lists, and in the timeline.
← / → Step through values in the Inspector.

Delete is context-sensitive: it removes whatever list, preview object, or timeline frame currently has your attention. Lists prompt for confirmation before deleting.

Preview Toolbar

Difficulty preview — shows the level as it appears on a chosen difficulty. Objects with a higher minimum difficulty are hidden. This is the fastest way to check that an easy playthrough is not accidentally empty, or that a hard one is not overloaded.

In Classic Reskin mode there are three more controls:

  • Show original artwork — draws the original SOR2 art behind your replacement, as an alignment guide.
  • Original opacity — how visible that guide is, from 0 (hidden) to 1 (fully opaque).
  • Replacement opacity — how visible your own art is, on the same scale.

Cross-fading between the two is how you check a reskin lines up: set both to around half and any drift becomes obvious.

Adding Art

Drag PNG or GIF files into the editor. GIFs are split into frames, and their timing is carried across, the same as in the Character Editor.

Dropping art adds it to the level's art folder; dragging from the asset browser into the preview places it on the current layer.

Selecting Spawns

Spawns are easier to work with from the Inspector's navigation row than by clicking in a crowded preview:

  • Previous / Next step through the spawns in the current list.
  • Index shows and changes the spawn's position in its list, which moves it earlier or later in the spawn order.
  • List shows which spawn list it belongs to. Moving it to another list changes when and under what conditions the game spawns it.

Related pages: Levels, Scenes, and Cutscenes, Spawns, Walls, Scroll, and Collision, Background Layers.