Map editor

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Map editor area of AoK:TC's interface

The map editor is a tool used to create custom scenarios in Age of Empires II. It is based on the scenario builder from Age of Empires, with arguably the most significant addition being the introduction of triggers. The map editor area of the game's interface allows the player to create a new scenario from scratch or edit an existing scenario made by themselves or another scenario designer. Also included is the campaign editor which is a much simpler tool that operates independent of the map editor.

Contents

Interface

The map editor

The map editor has a graphical user interface where the map is shown in the main portion of the screen, the editor function buttons at the top left, and specific details along the bottom of the screen and down the left hand side (e.g. when placing units).

Settings

Along the top left of the map editor are 10 buttons which are used to toggle between the different functions used to build a scenario. Each function controls a different aspect of the scenario, from placing units on the map to creating triggers to adding the story and instruction map. Each of these are an important element in scenario design, and each function may overlap with others (e.g. units must be placed before they can be used in triggers). At any stage while in the editor one setting is active, the default being the Map setting.

Map

For specifying and generating the map.

The editor defaults to Map mode when first opened, with a starting map size of Small (3 player), and default terrain of Grass 1. All interaction with the Map setting takes place in the bottom left hand corner of the screen. Running down the left side of the Map settings is the map type - The designer may choose a blank map, random map or seed map. A blank map consists of a single base terrain, a random map is a randomly generated map usually containing many elevations, terrains and ambients (as defined by the random map script) and a seed map is a specific random map.

Blank map

A blank map consists entirely of one uniform terrain, is completely flat (no elevations or cliffs) and usually has no ambient units generated (except for dirt 1, which produces some cacti). A blank map is a popular choice for scenario designers, as it allows them complete freedom to craft the landscape as they go. One critisism of this style of map design is that there is nothing from the surrounding terrain to gather ideas from, so some designers may prefer to start from a random map. On the other hand, many designers feel a random map limits their creativity, and prefer to design on a blank canvas where no existing objects get in their way. Five different terrains are available for generating a blank map:

  • Grass 1
  • Ice (AoK:TC only)
  • Dirt 1
  • Snow
  • Water, Shallow

Random map

A random map is generated from a random map script and will typically include a range of elevations, cliffs, resources and eye candies. Generating a random map is done by the selection of a random seed number, and is based also on the number of players and size of the map. When the map is generated the seed number is displayed below the Seed Map box. Random maps are not considered to be nearly as appealing as a hand crafted map, and because of the incredible ease of generating one, using a random map as the basis for a scenario is often seen as very amatuerish by designers. However it can provide ideas to the designer as they modify it to suit their needs, in contrast to the emptiness of a blank map. A random map becomes more and more of an alternative as the map size gets larger, as very large amounts of work are needed to sculpt every tile by hand.

Ingo van Thiel had this to say on random map use (from Age of Empires Heaven [1] )

I know what you're getting at, and you're right: We've all had enough of people who submit random maps with just some extra units and houses placed on them.

Random maps have been frowned upon by many designers since the early days of AoE. With AoE in its 7th year, I think we should finally relax about random maps: Let's not make such a general statement that people shouldn't use random maps at all. I have often used random maps to begin with and then changed them beyond recognition. Random maps can be a source of inspiration. They can give you an idea where you want to have that river, it can give you a little hill to keep etc. Speaking for myself, I've always been confident enough to break that "no rms rule" without doubting my skill; I'm just concerned such statements also might discourage some potentially good designers who have yet to find their style, and who might find random maps to be an inspiration for their work like I did.

Seed map

A seed map is similar to a random map, however the player generates the map by inputing a seed number instead of one being generated randomly. This is seldom used, but can be useful if a particular random map is desired and the designer knows its seed number. Like normal random map generation, seed maps will depend not only on the seed number, but also map size and number of players. Seed numbers range from 0-99999, giving 100,000 possible combinations. The same seed number always produces the same map (assuming no change in map size or player numbers), however there is no linear progression or relationship between the numbers (e.g. 0 is no more similar to 1 as it is to 76352). Similarly there is no relationship between a given seed number (e.g. 0) and the same seed number for another map size or map type.

Generate map

The map is not changed until the player hits the 'Generate Map' button. It is important to realize that there are no changes made until a map is generated, and similarly once it is generated the previous map is completely overwritten. It is therefore vital to choose the correct map size and features before beginning to design the map.

Terrain

The terrain setting is for painting map terrains and elevations, cliffs, and also features the map copy and erase funtions.

Map terrain, elevations and cliff are all painted using the terrain brush, which 'paints' tiles with the selected terrain type, elevation or with cliffs. Map and elevation terrains can be painted with different brush sizes. The tiny brush is the staple tool for painting small details, and skillful designers use this size extensively. Larger brushes are for filling in more uniform areas like large forests, the biggest brushes being used for areas like seas etc. Brush sizes are in square units below:

  • Tiny (1)
  • Small(3)
  • Medium(5)
  • Large(7)
  • Huge(9)

Map

There are a variety of terrains available, from dry desert terrains through lush grass and even colder climate terrains like ice and snow. Several varieties of forest are also included.

  • Bamboo
  • Desert
  • Dirt 1
  • Dirt 2
  • Dirt 3
  • Forest
  • Grass 1
  • Grass 2
  • Grass 3
  • Ice
  • Jungle Leaves
  • Oak Forest
  • Palm Forest
  • Pine Forest
  • Road
  • Road, Broken
  • Road, Fungus
  • Road, Snow
  • Shallows
  • Snow
  • Snow Dirt
  • Snow Grass
  • Snow Pine Forest
  • Water, Deep
  • Water, Medium
  • Water, Shallow

In addition, there are a few terrains that can only be placed by map copying from a scenario with the terrain, or by placing and removing certain units. These include:

  • Farm, Unplanted
  • Farm 1
  • Farm 2
  • Farm 3
  • Shoreless Water

Players

Human and computer player settings

Units

Unit placement

Diplomacy

Initial diplomatic stances

Global Victory

====Options==== (Disabling technologies etc) ====Messages==== (Pre and post-game messages) ====Cinematics==== (Pre and post-game cinematics)

Triggers

Menu

The menu allows the designer to perform actions outside the direct scope of designing the scenario, such as saving progress, testing how the scenario runs, and exiting the editor.

  • Quit to Main Menu
  • Save
  • Save As
  • Edit Scenario
  • Create Scenario
  • Test
  • Cancel

Hotkeys

Toggling game settings

  • Ctrl+M - Map
  • Ctrl+T - Terrain
  • Ctrl+P - Players
  • Ctrl+U - Units
  • Ctrl+D - Diplomacy
  • Ctrl+V - Global victory
  • Ctrl+O - Options
  • Ctrl+W - Messages
  • Ctrl+C - Cinematics
  • Ctrl+R - Triggers

Other functions

  • Ctrl+A: Toggle unit outlines
  • Ctrl+B: Toggle grid
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