Creating a Level
This is a tutorial that lets you create a very basic level with no scripted events. This level sets up a spawning spot, spawns monsters and adds an exit.
Step 1: Build your level
This is not something I can help much with. I am sure there are tutorials that teach you how to use the SL building tools. But here are a few suggestions:
Create a 10x10x0.5 prim as a base, and build everything 10m above it. It reduces the chance of you spawning the level on top of somebody. Here is a basic setup with a root prim "anchor" and a platform for players to walk on.

Build your level and make sure that the "anchor" remains the root prim by linking it last.

Step 2: Add the scripts
- Unpack your GoThongs Devkit that came with your GoThongs unpacker. Wear the devhud and unpack the level scripts.
- Drag _MAIN, got Level, all the slave scripts, Trigger and TriggerSensor into your level. Also wear your GoThongs HUD!
- Hold ctrl while you press enter after typing the following into chat (shout): debug got Level
- You will get a message saying "Updating level code..." and if you edit your level you will find that it has added additional scripts!
Step 3: Add a spawn point
- Click the Spawn button on your dev HUD. Then right click and sit on the P1 mesh that spawned.
- Edit yourself into a position where you want your players to start.
- Say "add" in chat to save your spawn point. You will get a message like "Saved start point at <-12.57,-10.92,10.92>".
- Warning: At this point you should not do drastic changes to your level. All spawn points and monsters are relative to the root prim. If you move the root prim relative to the level you have to redo all the spawn points and monsters.

Step 4: Adding the exit.
- Edit your exit door prim. Set the description to D$Exit$$LVIN$EXIT
- Note: D$Exit makes the prim interactive by pressing E, with the label "Exit". LVIN$EXIT raises a level interact event inside of _MAIN. The event task is set to "EXIT".
- The default _MAIN script comes with a default handling of LVIN$EXIT. But it also requires you to kill a monster with the ID "finalGoblin". So we will add that.
Step 5: Adding monsters.
There are two ways of rezzing the monsters that you want to add. One way is to drag all the monsters from the GoThongs monster repository prim into your inventory. To do that you edit your HUD, and check "edit linked" in the build tool. Then scroll down to zoom out and edit the red prim with the monster on it. The monster inventory may take a minute to load. After that you can drag the items to your inventory and rez them from there.

The second way to rez the monsters is to use the command "spawn <name>" such as "spawn Cock Goblin 2" to spawn it in front of you. Most of the monsters with a 2 after the name are the animesh versions. And those are what you want to use.
The monsters will be rezzed in "dummy mode" in either way you choose. This means that they will not attack or be attacked.
- Rez and position the monster that you want to add to your level.
- Say "add" in chat to add it.
- You will get a message like: Inserted 0 >>> [0,"Cock Goblin 2","<-3.5,-3.68,11.15>","<0,0,-0.707,.707>","",""] (Remove)
- When it says "Inserted 0", the 0 is the index of the spawn. The index is unique to each spawn and is how to you can modify a spawn afterwards. That is followed by a list of the monster settings. The first entry of the list says 0 if the monster is a spawn (located in your HUD), or 1 if it is an asset (located in the level itself). The second entry is the name of the monster object. The third is the spawn position relative to the root prim. The fourth is the absolute rotation. The 5th is custom spawn data (more on that later). The 6th is spawn group (more on that later).
- You can click the remove button to remove your spawn.
- Delete the monster (either manually or by saying Yes Close in chat, which cleans up ALL spawns).
- Click the Spawns button on your dev HUD to see a list of all the stored spawns. From that list you can also click the DEL button to delete a spawn, the DUM button to spawn a monster in dummy mode, or LVE to spawn it with in game behaviors (it will attack you).
- Place some more monsters and say "add" again to save them as spawns. But do not place a "boss" yet!