This is a very old map editor. Use the new map editor instead: FlaME
Main Toolbars
What do all those buttons on the toolbar do?
Customising the Toolbar
By default, the toolbar looks like this:
You can drag and drop toolbar sections to rearrange the toolbar layout.
Some people find it useful to only have one icon bar line (thus freeing up screen space for the map and tile displays). You can achieve this by dragging the bottom row of icons over the top row of icons.
Unknown buttons
The following buttons were added in the most recent releases, but I have no idea what they do!
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File / Project
New Use to make a new map. | |
Open Open an existing map project. | |
Save Save your map. |
History
Undo (CTRL + U) Undoes the last operation performed. Note that this does not work with all operations. An undo history is stored so that several operations can be undone, one at a time. Note: This command really doesnt work well if at all so always save before making making major changes you're not sure if you will like or not. | |
Redo Redoes the last operation to have been undone. An undo history is stored so that several operation can be redone, one at a time. |
Objects
Select (Esc) Changes the mouse pointer to select mode. You can then select a feature or structure with the mouse in the 2D and 3D map displays. | |
Move Changes the mouse pointer to move mode. You can then click on a feature or structure to select it, and holding down the left mouse button drag it to a new location to move it. | |
Rotate Object This changes the mouse pointer to rotate object mode. Clicking on an object in the 2d or 3d map display will then rotate that object 90 degrees clockwise. Be aware that although the object itself is rotated, its footprint is not. It is not usually a good idea to rotate a rectangular object, as units will use the footprint for pathfinding and pass through the object in the game. It is also worth noting that the game will not run a map if one footprint overlaps another. |
Textures & Gateways
Get Texture (CTRL + G) This changes the mouse pointer to pipette mode. Clicking on a tile texture in the 2d or 3d map display will then select that tile texture for painting with. Note: If you select a tile texture that has been flipped or rotated, and that flip or rotation is not reflected in the tile's Texture Flags (see The EditWorld Display, Tile Texture Display), you will find yourself painting with the original version of the tile. | |
Paint Texture/Object (CTRL + B) This allows you to paint using the currently selected texture or object (see The EditWorld Display, Tile Texture Display) in the 2d map display and the 3d map display. When you have a texture selected you can hold down the left mouse button to paint large areas with the same texture. A texture's Texture Flags (see The EditWorld Display, Tile Texture Display) are effective in this mode. Objects must be placed individually by clicking the left mouse button on the map. Once you have placed an object on the map you can right click on it to display its Object Properties. | |
Fill Textures (CTRL + F) This allows you to flood fill areas with the selected texture object (see The EditWorld Display, Tile Texture Display) by clicking in the 2D map display or the 3D map display. A texture's Texture Flags (see The EditWorld Display, Tile Texture Display) are effective in this mode. | |
Paint With Edges (ALT + B) This allows you to paint using the currently selected edge brush. See Drop Down Menu Options, View Menu, Edge Brushes for more information on edge brushes. | |
Fill Using Edge Brush This allows you to flood fill using the currently selected edge brush. See Drop Down Menu Options, View Menu, Edge Brushes for more information on edge brushes. | |
Create Routing Gateway When you have this option selected routing gateways and the zones between them will be displayed in the 2D map view. Each zone has it's own number, and this number is displayed on every tile in a zone. Maps need to be broken up into zones to speed up routing (unit movement, also known as pathfinding) operations. Zones are separated by routing gateways. Create routing gateways by using the mouse to select straight lines of tiles that seal off one zone from another. Gateways should not be more than 5 or 6 tiles in length. Use blocking tiles such as cliffs to break up the map into managable sections, then place gateways at the entrances to these sections to create zones. Try to avoid having to many gateways as this may slow the game down. Note also that computer players build walls along gateways. The zone numbering system is updated when you either re-select the button or select Drop Down Menu Options, Map Menu, Refresh Zones. See also the extended section on Creating Routing Gateways. |