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A Pascal building is organized into levels — one per storey. Each level holds its own walls, floors, ceilings, and items, and Pascal creates floor slabs and ceilings for you whenever your walls enclose a room.

Levels

Every scene starts with a single level named Ground Floor. Levels you add above it are named Floor 1, Floor 2, and so on; levels below become Basement 1, Basement 2. A level is 2.5 m tall by default and grows automatically if you raise its walls or ceilings.

Manage levels

The level selector floats at the top left of the canvas. From there you can:
  • Add a level with the + buttons above and below the list, or insert one between two existing levels.
  • Rename a level by double-clicking its name — Enter saves, Esc cancels.
  • Reorder levels by dragging the grip handle on a row.
  • Duplicate a level from its menu — Duplicate level copies everything, and Duplicate with options… lets you pick what comes along.
  • Delete a level from the same menu. You’ll be asked to confirm, since all walls, floors, and objects on that level are removed with it. The ground floor can’t be deleted.
Level selector panel with add, duplicate, and delete controls

Switch between levels

Click a level in the selector to make it active — new walls and items go onto the active level. Cmd/Ctrl + ↑ and Cmd/Ctrl + ↓ step up and down through the building. How the other levels look is controlled by the levels toggle in the toolbar, which cycles through three view modes:
  • Stacked — the default; all levels sit at their true heights.
  • Exploded — levels spread apart vertically so you can see into each one.
  • Solo — only the active level is visible.
Cycling level view modes on a two-storey building

Floors

Floors are slabs, and most of the time you don’t draw them: the moment your walls enclose a room, Pascal detects the space and generates its floor slab (and ceiling) automatically. The auto floor keeps tracking your walls as you edit them. To draw a floor yourself — a terrace, a landing, a slab that doesn’t follow the walls — use the Slab tool in the Build tab:
  1. Click to place each corner of the outline.
  2. Finish by clicking back on the first point, double-clicking, or pressing Enter (the outline needs at least three points). Esc cancels.
Tracing a floor slab outline in Pascal
Select a slab to edit it. The properties panel shows its area and a Height slider with quick presets — Sunken (-15cm), Ground (0m), Raised (+5cm), and Step (+15cm) — plus an Add Hole control for cutting openings into the slab. Holes that Pascal cut automatically (for stairs and elevators) are marked Auto and manage themselves. Slab surfaces are painted with the Painting tool — see Materials and paint.

Ceilings

Ceilings work like slabs: auto-generated for enclosed rooms, or drawn with the Ceiling tool using the same outline tracing. A selected ceiling has a Height slider with Low (2.4m), Standard (2.5m), and High (3.0m) presets, and supports holes the same way slabs do.

Stairs

To connect levels, use the Stairs tool in the Build tab: click to place the staircase footprint, rotating it with R and T before you commit. Pascal cuts the matching opening in the floor slab above automatically.