SPILLWAY — PETAFAB map authoring example

Start here: https://sebastianaaltonen.com/petafab/modding/

CONTENTS
level.json         Complete editable map source, JSON format version 2.
level.schema.json  Editor completion and field reference.
preview.jpg        Workshop thumbnail, ready to publish.
source/spillway.png Original gameplay capture used for the thumbnail.
source/README.txt  This guide.

Spillway builds its geometry from JSON brushes and uses PETAFAB's built-in
materials, sky and enemies. There are no separate mesh or texture source files
to install or compile. PETAFAB supplies the built-in assets when the map loads.

PLAY AND EDIT
1. Extract this ZIP into a new folder, such as MySpillway.
2. In PETAFAB on Steam for Windows or macOS, open Workshop > My Levels >
   Play Folder and select the folder containing level.json.
3. Edit level.json in a text editor. Keep its filename and JSON field names.
4. Return to Workshop and choose Play Folder again to load your edits.
   Restarting the current run restores the already-loaded map.
5. Press F8 during local play to tune lighting, fog, bloom and sun settings.
   Save JSON writes changes back to this folder. Wait for SAVED LOCALLY.
   If you edit the JSON externally, reopen the map before saving from F8.

FIRST CHANGES
- Change the first wave's two count values from 3 to 5 for ten constructors.
- Change fluidDamagePerSecond from 40 to 0 for harmless liquid.
- Change the wall material's builtin from steel to factory:steel.
- To explore without combat, set waves to [] (the example has no boss).

COORDINATES
Positions are [x,y,z] in metres; Y points up. Terrain spans X/Z -32 to 32 and
Y 0 to 32. The default concrete slab has its top at Y=4. The player's position
is the lower capsule center, so Y=4.55 places it on that slab.
Brushes run in order: add terrain first, then subtract openings.
Timing uses 120 ticks per second. Zero yaw faces +Z; +90 degrees faces +X.

PUBLISH
Keep level.json and preview.jpg at the folder root. Replace the thumbnail
with your own JPEG smaller than 1 MiB when sharing your edited map.
Open Workshop > My Levels > New Level, select this folder, enter your title
and description, read and accept the Steam terms, then Upload New Item.
Keep Skip source/ folder checked for the playable upload. Uncheck it if you
want to share the editable source notes and original thumbnail capture too.
New items start Private. Finish any agreement acceptance on the Steam page,
test the published copy, and change its visibility to Public when ready.
Use Community > Update on the existing item for later revisions.

For a manual ZIP, put level.json and preview.jpg at the ZIP root, not inside
an enclosing folder. Keep any custom DDS assets at their referenced paths.
Play Local ZIP lets you test that archive before publishing.
