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Map Editor

From the main game lobby:

  1. Click the Map Editor button
  2. The editor interface will load
  3. You’ll see a blank hex grid ready for customization

The map editor has three main modes, accessible via buttons in the sidebar:

  1. 🗺️ Terrain Mode - Paint terrain types on hexes
  2. 🏢 Buildings Mode - Place buildings with ownership
  3. 📍 Spawns Mode - Set starting unit positions

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

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

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

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 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

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)

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

Start with the basic terrain:

  1. Select Grass from the palette (usually default)
  2. Fill your desired map area
  3. This creates your base layer
  1. Switch to 🏢 Buildings mode
  2. Select a building type (Base, HQ, City, Factory)
  3. Select ownership (Neutral or Player 1-8)
  4. Click hexes to place buildings
  5. 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
  1. Switch to 📍 Spawns mode
  2. Select the player number (1-8)
  3. Click near buildings to place starting units
  4. 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
  1. Select Road from the palette
  2. Draw road networks connecting key areas
  3. Roads enable vehicle mobility
  4. 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
  1. Select Forest from the palette
  2. Place forest groups near roads and key points
  3. Create infantry routes separate from vehicle paths
  4. 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
  1. Select Mountain from the palette
  2. Place mountain ranges to create boundaries
  3. Add individual mountains as observation points
  4. 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
  1. Select Shallow Water for crossable rivers
  2. Select Deep Water for impassable lakes/seas
  3. Create water barriers to shape movement
  4. 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

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?

Pros:

  • Guaranteed fair gameplay
  • Easy to balance
  • Competitive play friendly

Cons:

  • Can feel repetitive
  • Predictable strategies

When to Use: Competitive matches, tournaments, ranked play

Pros:

  • Unique scenarios
  • Interesting challenges
  • Varied gameplay

Cons:

  • Harder to balance
  • May favor one side

When to Use: Casual play, story scenarios, variety

  • Duration: Quick games (10-20 turns)
  • Style: Aggressive, fast-paced
  • Players: Best for 1v1
  • Terrain: Every hex matters
  • Duration: Standard games (20-40 turns)
  • Style: Balanced tactical play
  • Players: 1v1 or 2v2
  • Terrain: Room for variety
  • Duration: Epic battles (40+ turns)
  • Style: Strategic, methodical
  • Players: 2v2 or more
  • Terrain: Multiple distinct regions

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
  • 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. :::

  1. Click Save Map button
  2. Enter a descriptive name
  3. Map is saved to your account
  4. Map appears in your maps list

Good map names are:

  • Descriptive: “Mountain Valley” tells you what to expect
  • Memorable: “The Gauntlet” is easy to remember
  • Appropriate: Keep it family-friendly
  1. From the main lobby, click My Maps
  2. View all your created maps
  3. Options to Edit or Delete each map
  4. See if maps are currently in use

When creating a room:

  1. Go to map selection
  2. Choose from your created maps
  3. Other players can use your maps if they’re public
  4. Start the game on your custom battlefield

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

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

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

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

Make your map look good:

  • Use terrain in natural patterns
  • Create visual landmarks
  • Avoid random placement
  • Think like a real landscape
  • Makes maps feel disconnected
  • Limits tactical options
  • Can create unreachable areas

Fix: Use water sparingly for specific barriers

  • Makes vehicles too dominant
  • Reduces tactical depth
  • Makes infantry less valuable

Fix: Roads should connect, not cover everything

  • All forests/mountains slows gameplay
  • Vehicles become useless
  • Games drag on too long

Fix: Keep at least 50% open terrain

  • Bases too close together
  • Bases too easy/hard to defend
  • Uneven base distribution

Fix: Test base positions for balance

  • Don’t know if map actually works
  • Balance issues only found in play
  • Frustrating for players

Fix: Playtest your maps!

  • Two major road intersections
  • Forests on the corners
  • Central base at the junction
  • Encourages fighting for the center
  • Two large mountains facing each other
  • Open valley between them
  • Roads around the mountains
  • Vision battles for mountain control
  • Multiple grass islands separated by water
  • Shallow water connections between islands
  • Bases on different islands
  • Infantry-focused gameplay
  • Large forest in the center with bases
  • Roads around the perimeter
  • Mountains at the corners
  • Defender-favored map
  • 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!