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The Overload Level Editor is a tool for creating levels for Overload. Only Single Player and Challenge Mode levels are supported right now. The current version of the editor is

There is also an overview of the Overload DMesh Editor

Installing the Editor[]


The editor is available as free DLC on Steam. Although installing it will launch Overload, it will be downloaded and ready to use the next time you try to launch the game.

Other platforms[]

Version can be downloaded at http://media.revivalprod.com/OverloadLevelEditorWin64.zip.

Linux usage[]

The Overload Level Editor can be run in Linux using WINE. Use the command WINEARCH=win64, then send "winetricks dotnet40". The editor should run (as of its original release, although it takes some time to launch and may have visual issues.

Editor Overview[]

Editor panels[]

The editor workflow is split into five sections:

  • Geometry - Creating the 3D space using cube segments;
  • Texturing - Applying textures to geometry;
  • Entities - Adding interactive elements which can affect gameplay and powerups - this includes Props and Lights;
  • Decals - Detailing spaces with 3D models and light objects for extra geometry and decoration;
  • Global Data - Adjusting data which affect the overall rendering of the map within the game, such as terrain deformation type.

Exported maps[]

The exported maps will also contain a .cm or .sp file, according to the gametype the map was exported as.

These maps should be installed to C:\ProgramData\Revival\Overload on a Windows machine, and /usr/share/Revival/Overload on a Linux/OSX machine.

More information on these can be found below:

  • Mission Data ([levelname].mission)
    • Contains information such as the music to play, starting weapons, mission name, additional levels, etc;
  • Story text ([levelname]_)EN.txt)
    • Contains information which the game uses to display as comms, briefing, etc;
  • CM (Challenge Mode) Data (challenge_mode_[levelname].txt)
    • Contains information which the game will use to spawn operators within the map;
  • Multiplayer Mode Data (multi_mode_[levelname].txt)
    • Contains information which the game will use for multiplayer games, mostly to control item spawn behavior. (OLMod is required for this file to be loaded.)

Guides & Resources[]

There are numerous guides and resources available for the editor, including the documentation file which is shipped with the editor (found in the same folder as the EXE, titled 'Overload_Level_Editor_Documentation).

For tools that can be used to make editing tasks easier, see Level Editing Tools.

Official Tutorials[]

Revival has released seven official level editor tutorials on their YouTube channel. The tutorials are not strictly sequential, but they build on each others' content.

  1. Editor Basics
  2. Geometry Editing
  3. Texturing and Caves
  4. Geometry Decals
  5. Lighting
  6. Entities
  7. Scripting/Etc

Operator & door reference guides (by LusTucc)[]

These two images show the names of the operators and doors within the editor alongside their corresponding in-game model.

Decal Functionality (by Hattieboss)[]

Hattieboss has created a spreadsheet which details the working status of decals within the editor. Also included are a list of the names displayed by certain decals' emissive textures; and links to download the editor/mission maps used to test the decals.

The document can be viewed here.

Texture Previews (by Fisholith)[]


The textures shown in the editor are previews of the actual in game textures/materials.

This is an in-game reference for all of the textures.

The textures are laid out in rows of 6, exactly as you see them in the editor's "Texture List" when the View option is set to "SMALL". (See top left corner of Texture List.)