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Import, Export, and Generation

This page is for players who want more than the basic edit-save-publish loop.

Use it if you want to:

  • Back up maps as files
  • Move maps between devices
  • Start from generated layouts instead of a blank map
  • Rebuild the same generated map from a seed
  • Recover recent work after a refresh or crash

Use Import JSON when you want to replace the current editor contents with a file.

The editor will:

  1. Ask you to choose a .json file
  2. Validate the file structure
  3. Show a confirmation dialog before replacing your current work
  4. Load the imported map into the editor

Important behavior:

  • Importing replaces the current editor contents
  • It updates the map name, description, size, tiles, buildings, and spawn data
  • Importing does not automatically publish the map

If you care about the current work, save or export it first.

Use Export JSON to download the map currently loaded in the editor.

This is useful for:

  • Personal backups
  • Sharing work-in-progress
  • Copying maps between browsers or machines
  • Keeping versions outside the game

Export works on the current editor state, even if you have not saved the map to your account yet.

When creating a new map, you can open the Random Generator section in the sidebar.

It lets you:

  • Choose a player count from 2 to 8
  • Generate a new map layout
  • Reuse a seed to recreate the same generated layout

This is best used as a starting point, not a finished answer. Generate a map, then clean up the terrain, buildings, roads, and spawns by hand.

After generating a map, the editor shows the seed it used.

You can:

  • Keep the seed for later
  • Share it with another player
  • Enter it again and regenerate the same base layout

This is helpful when you want to experiment with one generated map concept without losing the original starting point.

The editor separates normal saving from publishing:

  • Save keeps your work as a draft
  • Publish tries to make the map available as a finished map

This matters because drafts are flexible, while publishing runs validation checks first.

A good workflow is:

  1. Save often while building
  2. Publish only after the structure is stable
  3. If needed, Unpublish to move the map back into draft state for larger changes

The editor keeps recent local auto-save data and may offer to restore it if you reopen the same work soon after leaving.

This is useful if:

  • Your browser refreshed unexpectedly
  • You closed the editor by mistake
  • You were working on a new map and lost the tab

Auto-restore is a recovery feature, not a substitute for saving proper drafts. If the map matters, save it to your account.

You can change map width and height from the sidebar at any time.

Be careful when shrinking the map:

  • Tiles outside the new bounds are removed
  • Buildings outside the new bounds are removed
  • Spawn points outside the new bounds are removed

If you are making a major size change, exporting first is a good safety step.

If you are iterating quickly, this workflow works well:

  1. Generate a rough map
  2. Save a draft
  3. Export a JSON backup
  4. Refine terrain and spawns
  5. Publish once validation passes

That gives you a saved in-game version and a file-based fallback.