Map Editor
Accessing the Map Editor
Section titled “Accessing the Map Editor”From the main game lobby:
- Click the Map Editor button
- The editor interface will load
- You’ll see a blank hex grid ready for customization
Map Editor Interface
Section titled “Map Editor Interface”Edit Modes
Section titled “Edit Modes”The map editor has three main modes, accessible via buttons in the sidebar:
- 🗺️ Terrain Mode - Paint terrain types on hexes
- 🏢 Buildings Mode - Place buildings with ownership
- 📍 Spawns Mode - Set starting unit positions
Tool Selection
Section titled “Tool Selection”Switch between drawing and erasing:
- ✏️ Draw - Left-click paints/places items
- 🗑️ Erase - Left-click removes items
- Right-click always erases, regardless of tool
Keyboard shortcuts: Press D for Draw, E for Erase
Terrain Palette (Terrain Mode)
Section titled “Terrain Palette (Terrain Mode)”Available terrain types:
- Grass - Default open terrain
- Forest - Slows movement, blocks vision
- Mountain - Infantry only, extended vision
- Road - Fast movement corridors
- Shallow Water - Infantry crossing points
- Deep Water - Impassable barriers
Buildings Palette (Buildings Mode)
Section titled “Buildings Palette (Buildings Mode)”Place strategic structures with ownership:
Building Types:
- Base (B) - 200 gold income, can produce units
- HQ (H) - 500 gold income, can produce units
- City (C) - 100 gold income, no production
- Factory (F) - 300 gold income, can produce units
Building Ownership:
- Select Neutral for unowned buildings (grey)
- Select Player 1-8 to assign starting ownership
- Player-owned buildings show the owner’s color
Spawn Points (Spawns Mode)
Section titled “Spawn Points (Spawns Mode)”Set where units appear at game start:
- Select a player (1-8)
- Click hexes to place spawn points
- Units spawn as Infantry by default
- Place spawn points on or near owned buildings
The Hex Grid
Section titled “The Hex Grid”The center of the screen shows the hex grid battlefield:
- Default starts as deep water
- Each hex can be painted with terrain
- Visual cursor highlight shows exact hex being edited
- Grid lines help with hex selection
Controls Panel
Section titled “Controls Panel”Located on the right side:
- Clear Map: Reset entire map to deep water
- Save Map: Save your creation
- Map Name: Set a name for your map
- Map Dimensions: Adjust map size (if available)
Creating Your First Map
Section titled “Creating Your First Map”Step 1: Plan Your Layout
Section titled “Step 1: Plan Your Layout”Before placing terrain, consider:
- Symmetry: Balanced maps give both sides equal opportunity
- Choke Points: Narrow passages create tactical decisions
- Open Areas: Large grass areas favor vehicles
- Terrain Mix: Variety creates interesting gameplay
Step 2: Lay the Foundation
Section titled “Step 2: Lay the Foundation”Start with the basic terrain:
- Select Grass from the palette (usually default)
- Fill your desired map area
- This creates your base layer
Step 3: Add Strategic Features
Section titled “Step 3: Add Strategic Features”Place Buildings
Section titled “Place Buildings”- Switch to 🏢 Buildings mode
- Select a building type (Base, HQ, City, Factory)
- Select ownership (Neutral or Player 1-8)
- Click hexes to place buildings
- Typical maps have 4-10 buildings
Building Placement Tips:
- Give each player at least one Base or HQ to start
- Add neutral buildings in contested areas
- HQ should be placed strategically (high income = high value)
- Factories provide good income and unit production
- Cities work well as secondary objectives
Set Spawn Points
Section titled “Set Spawn Points”- Switch to 📍 Spawns mode
- Select the player number (1-8)
- Click near buildings to place starting units
- Each player needs at least one spawn point
Spawn Point Tips:
- Place spawn points on or adjacent to owned buildings
- Give equal starting units to each player
- Starting units are Infantry by default
Create Movement Networks
Section titled “Create Movement Networks”- Select Road from the palette
- Draw road networks connecting key areas
- Roads enable vehicle mobility
- Connect bases and strategic points
Road Design Tips:
- Don’t make roads too long or vehicles become overpowered
- Create multiple routes for tactical variety
- Roads through open terrain work best
- Consider placing forests near roads for ambush potential
Step 4: Add Tactical Terrain
Section titled “Step 4: Add Tactical Terrain”Forests
Section titled “Forests”- Select Forest from the palette
- Place forest groups near roads and key points
- Create infantry routes separate from vehicle paths
- Use forests to create ambush opportunities
Forest Placement Tips:
- Groups of 3-5 hexes work well
- Place near but not blocking roads
- Create flanking routes through forests
- Don’t overuse - too much forest slows gameplay
Mountains
Section titled “Mountains”- Select Mountain from the palette
- Place mountain ranges to create boundaries
- Add individual mountains as observation points
- Use mountains to channel movement
Mountain Placement Tips:
- Mountain ranges create natural borders
- Single mountains make good defensive positions
- Place near important areas for vision control
- Remember: mountains slow infantry significantly
Water Features
Section titled “Water Features”- Select Shallow Water for crossable rivers
- Select Deep Water for impassable lakes/seas
- Create water barriers to shape movement
- Use water to create distinct map regions
Water Placement Tips:
- Rivers (shallow water) create vehicle barriers
- Lakes (deep water) divide the map
- Leave crossing points for infantry
- Water at map edges creates natural boundaries
Step 5: Balance Check
Section titled “Step 5: Balance Check”Review your map for balance:
- Symmetry: Both sides have equal opportunities?
- Variety: Mix of terrain types present?
- Mobility: Multiple paths to objectives?
- Cover: Enough terrain for tactical play?
- Bases: Fair distribution of capture points?
Map Design Principles
Section titled “Map Design Principles”Symmetry vs Asymmetry
Section titled “Symmetry vs Asymmetry”Symmetrical Maps
Section titled “Symmetrical Maps”Pros:
- Guaranteed fair gameplay
- Easy to balance
- Competitive play friendly
Cons:
- Can feel repetitive
- Predictable strategies
When to Use: Competitive matches, tournaments, ranked play
Asymmetrical Maps
Section titled “Asymmetrical Maps”Pros:
- Unique scenarios
- Interesting challenges
- Varied gameplay
Cons:
- Harder to balance
- May favor one side
When to Use: Casual play, story scenarios, variety
Size Considerations
Section titled “Size Considerations”Small Maps (Radius 5-7 hexes)
Section titled “Small Maps (Radius 5-7 hexes)”- Duration: Quick games (10-20 turns)
- Style: Aggressive, fast-paced
- Players: Best for 1v1
- Terrain: Every hex matters
Medium Maps (Radius 8-12 hexes)
Section titled “Medium Maps (Radius 8-12 hexes)”- Duration: Standard games (20-40 turns)
- Style: Balanced tactical play
- Players: 1v1 or 2v2
- Terrain: Room for variety
Large Maps (Radius 13+ hexes)
Section titled “Large Maps (Radius 13+ hexes)”- Duration: Epic battles (40+ turns)
- Style: Strategic, methodical
- Players: 2v2 or more
- Terrain: Multiple distinct regions
Terrain Ratios
Section titled “Terrain Ratios”For balanced maps, aim for roughly:
- 50-60% Grass: Open terrain for movement
- 15-20% Forest: Infantry tactical options
- 10-15% Mountain: Defensive positions
- 10-15% Water: Barriers and boundaries
- 5-10% Road: Movement corridors
Building Guidelines
Section titled “Building Guidelines”- 4-10 buildings per map depending on size
- At least 1 production building per player (Base, HQ, or Factory)
- Neutral buildings in the center for competition
- Mix building types for strategic variety
:::tip Design Philosophy “Easy to learn, hard to master” - Make the overall layout clear, but add details that reward careful observation. :::
Saving and Managing Maps
Section titled “Saving and Managing Maps”Saving Your Map
Section titled “Saving Your Map”- Click Save Map button
- Enter a descriptive name
- Map is saved to your account
- Map appears in your maps list
Map Naming
Section titled “Map Naming”Good map names are:
- Descriptive: “Mountain Valley” tells you what to expect
- Memorable: “The Gauntlet” is easy to remember
- Appropriate: Keep it family-friendly
Accessing Saved Maps
Section titled “Accessing Saved Maps”- From the main lobby, click My Maps
- View all your created maps
- Options to Edit or Delete each map
- See if maps are currently in use
Using Custom Maps
Section titled “Using Custom Maps”In Custom Games
Section titled “In Custom Games”When creating a room:
- Go to map selection
- Choose from your created maps
- Other players can use your maps if they’re public
- Start the game on your custom battlefield
Sharing Maps
Section titled “Sharing Maps”Currently, maps are available to players in your games. Future updates may include:
- Public map gallery
- Map sharing links
- Map ratings and favorites
- Featured maps showcase
Advanced Techniques
Section titled “Advanced Techniques”Chokepoint Design
Section titled “Chokepoint Design”Create narrow passages that force tactical decisions:
- Single-hex passages between mountains
- Bridges across water (road through shallow water)
- Forest corridors for infantry
- Contested crossroads
Multi-Region Maps
Section titled “Multi-Region Maps”Divide large maps into distinct areas:
- Use water or mountains as regional boundaries
- Each region has its own character
- Different regions favor different strategies
- Creates sub-objectives
Asymmetric Scenarios
Section titled “Asymmetric Scenarios”Design interesting imbalanced scenarios:
- “King of the Hill” - One player starts on mountain
- “River Crossing” - One side must cross water
- “Forest Defense” - Defender in forests, attacker on plains
- “Base Race” - Each side races to capture distant bases
Visual Design
Section titled “Visual Design”Make your map look good:
- Use terrain in natural patterns
- Create visual landmarks
- Avoid random placement
- Think like a real landscape
Common Mistakes
Section titled “Common Mistakes”Too Much Water
Section titled “Too Much Water”- Makes maps feel disconnected
- Limits tactical options
- Can create unreachable areas
Fix: Use water sparingly for specific barriers
Road Overload
Section titled “Road Overload”- Makes vehicles too dominant
- Reduces tactical depth
- Makes infantry less valuable
Fix: Roads should connect, not cover everything
No Open Space
Section titled “No Open Space”- All forests/mountains slows gameplay
- Vehicles become useless
- Games drag on too long
Fix: Keep at least 50% open terrain
Poor Base Placement
Section titled “Poor Base Placement”- Bases too close together
- Bases too easy/hard to defend
- Uneven base distribution
Fix: Test base positions for balance
Lack of Testing
Section titled “Lack of Testing”- Don’t know if map actually works
- Balance issues only found in play
- Frustrating for players
Fix: Playtest your maps!
Example Map Concepts
Section titled “Example Map Concepts””The Crossroads”
Section titled “”The Crossroads””- Two major road intersections
- Forests on the corners
- Central base at the junction
- Encourages fighting for the center
”Twin Peaks”
Section titled “”Twin Peaks””- Two large mountains facing each other
- Open valley between them
- Roads around the mountains
- Vision battles for mountain control
”Island Chain”
Section titled “”Island Chain””- Multiple grass islands separated by water
- Shallow water connections between islands
- Bases on different islands
- Infantry-focused gameplay
”Forest Fortress”
Section titled “”Forest Fortress””- Large forest in the center with bases
- Roads around the perimeter
- Mountains at the corners
- Defender-favored map
Next Steps
Section titled “Next Steps”- Design your first map with basic terrain
- Create a second map using advanced techniques
- Review Units Guide to understand unit needs
- Study Terrain Guide for terrain effects
- Learn Game Setup to use your maps
Create unique battlefields and share your tactical vision with the world!