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Debug Map
The Debug Map is a vanilla leftover from the game's development, which gives you an overview of an entire map file from inside Celeste, among other goodies like teleporting to any room or location.
The Debug Map is accessible by enabling Debug Mode.
In vanilla, Debug Mode was only accessible by editing the settings.celeste
file.
However, Everest lets you change when Debug Mode is enabled from its Mod Options section:
- OFF: disables Debug Mode entirely
- EVEREST: enables Debug Mode only in Everest
- ALWAYS: enables Debug Mode in Everest and vanilla Celeste
After enabling Debug Mode, a restart may be necessary.
Then, to open the Debug Map, press your Debug Map keybinding. In vanilla, this would've been hardcoded to Tab.
However, Everest removes this limitation and allows you to rebind the key to anything you want. It is F6 by default.
After opening the Debug Map, you will see an overview of the room. Pictured here is Forsaken City A-Side.
In this mode, you can use your mouse cursor. To change the zoom, use the scroll wheel.
To pan the camera around, you can:
- Use your movement keys.
- Hold Space, then left click and drag your mouse around.
- Click the middle mouse button, and drag your mouse around.
On controller, you can also zoom in/out using the right thumbstick.
Everest explains several keybindings in the bottom right corner.
Additionally, you can press Ctrl+Space to center the camera around (0, 0)
(the origin) and reset the zoom to 6x
.
Each rectangle is a singular room. You can select rooms by left clicking them.
If a room has an inner cyan border, that means that the starting room is located at (0, 0)
,
which is the map's origin (the point at which the dark blue lines cross).
Vanilla maps use that information to determine whether that room is the starting room.
They can be one of several colors:
-
#FFFFFF
- White -
#F6735E
- Red -
#85F65E
- Green -
#37D7E3
- Cyan -
#376BE3
- Blue -
#C337E3
- Purple -
#E33773
- Magenta
Gray rooms are filler rooms. Filler rooms do not have a spawn point, and cannot be entered.
Filler rooms are commonly used near transitions to fill in the otherwise empty space, as seen in the screenshot below.
Here, the debug map has been overlaid on top of the actual gameplay.
Pink circles show the location of red strawberries. Holding Q shows their ID.
The first number is the checkpoint number. The second number shows the strawberry order.
Together, they determine which strawberry is which when looking at the Pause menu.
Gold circles show keys. Green circles show checkpoint entities.
The heading on the top shows the current map name in the top left corner, and the current mode in the top right corner.
Modes can be Normal
, BSide
or CSide
.
If you have a room selected, then instead of the above, the amount of selected rooms can be seen in the top left corner.
If you are hovering over a room, then its name will be shown in the top left corner.
Additionally its dimensions, position and position × 8 will be shown in the top right corner.
If more than one room is being hovered, the text in the top left corner will show how many rooms are hovered.
The Debug Map also comes with functionality to edit rooms.
However, changes will not be saved, as the contents of the Save
and SaveAndReload
methods has been removed.
You can move rooms by clicking and dragging them around. Hold Ctrl while clicking to select multiple rooms.
The room you're moving will snap to nearby rooms, unless Left Alt is held.
If two rooms are overlapping, they will blink red.
You can also make a selection by clicking the cursor on empty space and dragging around. Holding Ctrl while doing so toggles whether the room is selected or not.
Filler rooms can be resized by clicking and dragging the orange rectangle.
You can recolor rooms by selecting them and pressing the numbers on the number row (not number pad).
See the list above for a list of colors.
Pressing F1 or Ctrl+S would've saved the changes to disk, but doesn't, for reasons mentioned earlier.
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