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Overview[edit | edit source]

The Map acts as the stage for your Scene. They house all of the physical aspects such as the walls, floors, and tables. The Map pertains to things like the Asset Library and Props.

Hot Keys[edit | edit source]

Key Stroke Action
R Rotate selected asset
Hold Shift + Click Select multiple assets
Click + Drag Select multiple assets in an area
Hold Ctrl + Click + Drag Copy selected asset(s).
Alt + Arrow Keys Nudge an asset forward, back, left or right (X & Z axis)
Alt + Page up/down Nudge an asset vertically up or down (Y axis)

Creating a new Map[edit | edit source]

Click on File -> IconNewScene.PNGNew Scene

This may seem odd, but since maps by themselves don't do anything, the functionality was combined into a single button. After selecting New Scene the editor will ask if you want to create a brand new map, use an existing map or duplicate the existing map. Select an option and you are ready to begin building.

Create New Map[edit | edit source]

To create a map from scratch, select the create a new map option after selecting New Scene. A blank grey grid will appear, and all of your old scene data and scene contents will be removed (remember this is a new scene too!). From there you are ready to start placing floor tiles, wall tiles, and any other tiles that tickle your fancy, which can be found in the Asset Library view.

Using an Existing Map[edit | edit source]

To use an existing map, select the Use an Existing Map option after selecting New Scene. Using an existing map allows you to create different variations of the same map. This is great for creating a different atmosphere (using light and effects), setting different triggers, spawning other NPCs, and setting up different Conversations; without the need to start from scratch. Keep in mind that the Scene Data of the existing map you reuse will not carry over to this new map as it is a new scene.

Duplicating a Map[edit | edit source]

To duplicate a map, select the 'duplicate map' option after selecting create new scene.

Notes[edit | edit source]

Maps can theoretically be any size. However, maps longer than 256 tiles in either dimension will incur a significant performance penalty, causing lag and stuttering during play. This is true regardless of how much of the map is enclosed by camera regions. You can view your current map dimensions in the Scene Analysis view in the Editor. Try to ensure this is always under 256x256. (Note that a map which is 255x255 will not have performance problems, while one that is 4x257 will. It is the edge length that causes problems, not the total number of tiles.)

Maps are automatically sized to fit all of the props you have placed. To make a map smaller, just drag the outlying props closer to the center.

Larger maps will cause longer loading screens than smaller maps. Using many different types of props on one map will use more memory and cause longer loading screens than using a few props many times.

After a map area has been revealed, it will always remain visible through the fog-of-war. Many maps will contain different regions - for example, you might have two different floors in the same building. Because of this, players may be able to see other areas of the map from the edge of their screen. To avoid this, you should include adequate spacing between the different regions of your map. Having 40-50 spaces between visible regions should ensure that players cannot see beyond their current region, even if playing in higher screen resolutions.

Tutorials[edit | edit source]

Wondering how to make beautiful maps quickly and correctly? Learn from two Environment Artists who created the game:

  • Making Maps 1: Interiors -- Secret Lab -- Creating interior maps: Floors, Walls, and Furniture
  • Making Maps 2: Exteriors -- Downtown Seattle -- Creating exterior maps: Walls, Roofs, Streets, and Decorations
  • Making Maps 3: Lighting -- Ambient, Directional, and Point Lights.