Map toolkit¶
Movement and map mechanics beyond the basics: vents, ziplines, the gap platform, decontamination corridors, and post-meeting spawn picking.
Vents¶
/sc addvent <id> # look at the vent block (trapdoors look great)
/sc linkvent <a> <b> # connect two vents (repeat to build the network)
/sc unlinkvent <a> <b> / /sc removevent <id>
Impostors right-click a vent to slip inside (invisible to the living, hotbar items
navigate between linked vents). Anti-camp: a max stay (ventMaxSeconds) auto-ejects,
and re-venting has a cooldown — both party settings. Engineers get limited crew-side
vent access when that role is enabled; in Hide n Seek vents become hider "Hide" spots.
The Clean Vent task (placement) flushes out and blocks its bound vent while someone cleans it.
Ziplines¶
/sc addzip <id> # look at endpoint A's block, run it, look at endpoint B's, run again
/sc removezip <id>
Anyone right-clicks an endpoint to glide the line — downhill rides twice as fast (build sloped lines for asymmetric escapes). Riders are pinned, kill-immune, and can't kill until they land; meetings drop them off safely.
Gap platform¶
/sc addplatform <id> # same two-endpoint capture
/sc removeplatform <id>
The Airship-style ferry: one rider at a time. The platform docks at whichever side it last traveled to — calling it from the far side costs the empty travel-back wait, in the open, in full view. There is no physically moving block; decorate the gap however you like (a floating disc, a gondola).
Decontamination corridors¶
/sc adddecon <id> # stand at two opposite corners of the corridor
/sc bindecon <id> <doorGroupA> <doorGroupB> [seconds]
/sc removedecon <id>
Create the two door groups with /sc adddoor first — one per end of the corridor.
When a living player enters the region, both doors seal, the spray runs
(default 3s, clouds + hiss), then they reopen (5s cooldown). The classic
chase-breaking airlock between map sections.
Warning
Don't reuse decon door groups as sabotage doors.
Post-meeting spawn picking¶
/sc addpickspawn <name> # stand on the spot (one per room/area)
/sc removepickspawn <name>
With 2+ pick spawns and the party setting Spawn Pick After Meetings enabled, living players get an 8-second "Where to?" menu after each meeting — pick a room or close it to stay at the meeting spawns.