- [ARROW KEY LEFT] - Move character West.
- [ARROW KEY UP] - Move character North.
- [ARROW KEY RIGHT] - Move character East.
- [ARROW KEY DOWN] - Move character South.
- [G] - Toggle tile grid.
- [NUMPAD 1] - Move map 1 tile South and 1 tile West
- [NUMPAD 2] - Move map 1 tile South
- [NUMPAD 3] - Move map 1 tile South and 1 tile East
- [NUMPAD 4] - Move map 1 tile West
- [NUMPAD 6] - Move map 1 tile East
- [NUMPAD 7] - Move map 1 tile North and 1 tile West
- [NUMPAD 8] - Move map 1 tile North
- [NUMPAD 9] - Move map 1 tile North and 1 tile East
Keyboard Key + Mouse
Hold keyboard key down and left-click mouse on map. Mouse can be dragged with key down.
- [CONTROL KEY] - With MouseWheel moves map East or West.
- [LEFT SHIFT KEY] - With left mouse click places tiles from last mouse click to current mouse click as long as X position or Y position is the same.
- [LEFT SHIFT KEY] + [CONTROL KEY] - Same as above but tile placement SKIPS every other tile. For use when placing battlements atop a castle wall.
- [F1] - Remove all tile elements except for Base Tile.
- [F2] - Remove the Object on this tile.
- [F3] - Remove all tile elements drawn on top of the character (this does not include shadow -- see F6).
- [F6] - Remove the shadow and shading elements from this tile.
- [F7] - Remove all tile elements, including base tile. This sets tile to black because nothing is displayed.
- [F8] - Remove all blocked edges from a tile.
- [F9] - Set all edges blocked for a tile.
- [L] - Set Area Lighting to tile. Grid Layer must be greater than Zero.
- [R] - Set range.
- [S] - Remove .LightSource value.
- [X] - Toggle Red X that defines tiles that display on Grid Layer(s) greater than Zero. NOTE that mouse CANNOT be dragged for this Keyboard Key.
What You Can Do In The Map Editor
When you play the game, the game engine builds an adventure map for you based on options you choose. To build an adventure map, the game randomly selects an Adventure Map template and then fills it with randomly selected Map Elements.
Map Elements are what you create in the Map Editor.
An Adventure Map template might be 200 tiles wide and 1,000 tiles high. That is a lot of tiles. Two hundred thousand, in fact. It's too many for you to create on a single map. You'll lose interest. You'll lose focus. But ... it's fairly easy to create a map element that is 40 tiles wide and 40 tiles high. A single Farm. Or a small lake area. Or maybe a small hill with a cave.
The game engine can randomly select your 40x40 tile small hill with cave map element and drop it into an Adventure Map ... along with dozens of other map elements. So every map Adventure Map will be different.
There are six tile sheets: Terrain, Trees, Walls/Roofs, Exterior, Interior, and Castle. Some tiles on these sheets cannot be selected. Any tile that can be selected has a number in the upper left corner.
That number is its Draw Order, the order in which tiles are drawn to the screen. Draw Order 1 is the first tile to be displayed; the base tile. All other tiles are drawn on top of that tile. If there is NO base tile, none of the other elements will be drawn on that tile, though they may still be in the tile record.
Draw Order 16, 17, 18, 19, and 20 tiles are drawn on top of the character.
Shadows And Shading
Shadows and Shading tiles are selected at the top of the Terrain tilesheet. Shadows are drawn on top of the character. Shading tiles are drawn below the character and are used to accent a tile element. Note that there are a few shading tiles near the bottom of the Terrain tileset. These are used to blend the edges of buildings.
Your game character, as well as any NPC or Monster, cannot cross a blocked tile edge. A tile can be completely blocked, or any of its 4 sides can be blocked.
Here is a hill side section with the map editor grid displayed to indicate tile boundaries:
And here it is again, with Show Blocked Tile Edges selected from the Show/Hide menu:
Note that the "face" of the hillside has fully blocked tiles. No characer can walk on the hillside face tiles. But on the hill, along its left edge, only the WESTERN EDGE is blocked. Your character can stand on these edge tiles, but cannot walk WEST.
There are times when you will have to override the blocked edges, which you can do using the edge controls:
Every tile that can be selected has some notation.
- Upper Left corner - This is the tile's Draw Order.
- Lower Right corner - This is the tile's Depth (see below).
- "A" indicates an auto-tile.
- "D" indicates a door (in this case a Secret Door).
- Bottom Left corner - A "C" indicates that this tile can be "covered" (using transparency) by the terrain.
If a tile has a number in the bottom right corner, that indicates its depth. The depth indicates how much of the character (or building) will be COVERED.
A house built too close to a river might end up looking like this:
A depth of 3 will cover the character to its chest. Every part of the character "covered" will be displayed with transparency, giving the illusion that the character is underwater, or walking in deep grass or brush.
Note that when placing water tiles, the character will not be underwater. That is because the character can "swim." This is a situation that is controlled by the game engine during a game. If the character does not have a strong Swim Skill value or has too much Weight in their Inventory, the character may not be able to stay on the surface of the water, and at that time will be drawn to appear underwater.
- Depth 1 - Ankle Deep
- Depth 2 - Waist Deep
- Depth 3 - Chest Deep
- Depth 4 - Overhead
Auto tiles automatically do things so you don't have to do them.
For example, any "missle-shaped" group of tiles will have an "A" displayed with them. The first "A" ... the tile with the Draw Order 1, when placed onto the map will create 8 "skirt tiles" around the tile you click on. In this way you can easily create broad areas of different terrain types without having to tweak each tile.
In the image above, notice the bottom row of tiles, each with the Draw Order 13. They are basically the same tile (for use along the bottom edge of a building, for example). There are slight differences in the tiles. This is so every tile does not look the same. When you select the "A" in this group of tiles, the Map Editor will randomly select one of those 8 tiles. So if you hold the left mouse down along the bottom of a building and slide it along the length of the building, random tiles from this group will be placed.
These tiles create the illusion of height on a map or map element.
The hillside height is controlled by the Hill Hgt drop down control, and the hillside rock type is controlled by the Hill Face Type drop down control on the Map Editor button section.
NOTE also that you can make a global change to all hillside tiles on a map using the yellow Global change button.
To create a hillside, select the "A" tile on the lower left side of the hill tiles. This will put a "top edge" tile down on the map tile you left click. It will also place the "hillside" face tiles ... depending on the value in the Hill Hgt dropdown control. You can drag the mouse along the X or Y axis from the current tile, and the hillside will continuously be created. NOTE: Go slow. You may also want to stop periodically to give the Undo button a chance to break up your work if you make a mistake.