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Map Editor Walkthrough

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Star Wars: Empire at War™ Map Editor Walkthrough

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Table of Contents

Overview 3

Things to Know Before Using the Map Editor 3

Default Install Path 3

Non-functional Buttons 3

Known Issues 3

Camera Controls 3

Map Editor Support 3

Further Information 3

Building a Basic Skirmish Map 3

Step 1: Launching the Map Editor and Starting a New Map 3

Step 2: Map Context Information 4

Step 3: Changing the Texture of the Terrain 4

Step 4: Modifying the Terrain 4

Step 5: Placing Markers and Structures 5

Step 6: Painting Passability Information 7

Step 7: Saving and Using the Map 8

Step 8: Distributing Maps 8

Appendix A – Multiplayer Maps 9

Appendix B – Single Player Maps 10

Appendix C – AI Zones 12

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Overview
The Star Wars: Empire at War™ Map Editor allows you to create Space and Land multiplayer
maps. This document only provides the basic elements needed in order to create a Land map.
Space tactical maps may or may not follow the procedures described below. The editor may
seem overwhelming at first but the more you practice and experiment with the editor the easier it
becomes to use and you’ll be making maps in no time. You are encouraged to discuss with other
editor users on the internet about techniques and solutions to creating maps.

Things to know before using the Map Editor


-The default install path for the Map Editor is C:\Program Files\LucasArts\Star Wars Empire at
War\GameData. The Map Editor executable is named “EAW Terrain Editor.exe”.
-Some buttons on the toolbar are grayed out and not functional. These buttons are:
 Decal
 Tracks
 Animation
 Cinematic
 Help
-Known issues in the Map Editor:
 An exception error will occur if the Map Editor is the active program and a screen saver
or power save mode is activated. This will only occur if the Screen Saver setting “On
resume, password protect” is enabled.
 A crash can occur when placing an object while holding down the Shift key + Control key
and Delete key at the same time.
-Map Editor camera controls:
 Rotating the camera: Control button + Right Mouse button
 Panning the camera from side to side: Right Mouse button
 Zooming the camera in/out: Mouse Wheel
-Map Editor Support:
 LucasArts and Petroglyph are providing this tool for your enjoyment; no end user
support of any kind is provided or implied. Technical Support staff will not be able to
offer assistance with this tool or in situations that may arise from use of assets generated
with this tool. For more information regarding the use of this software please read the
End User License Agreement.
-For further information about the Map Editor see the Appendix found at the end of this document.

Building a Basic Skirmish Map

Step 1: Launching the Terrain Editor and Starting a New Map


Launch the Star Wars: Empire at War™ Terrain Editor (EAW Terrain Editor.exe) and then select
“File -> New Land”. The shortcut for the program is also located in the Start menu in the
LucasArts Star Wars: Empire at War program group.

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Step 2: Map Context Information
A “Map Context Information” window will pop-up. In this window select a “Faction Owner” (either
Rebel or Empire), in “Player Mode” select “Multiplayer”, set “Number Players” to “2”, set the “Map
Levels” to “5” and name your map in the “Map Name” field. Press the OK button to continue.

Step 3: Changing the Texture of the Terrain


The default panel that appears on the left side of the editor is the Texture panel. To change the
ground texture on your map, press the button to the right of “Texture Path” in the “Materials
Settings” section.

This will bring up the “Available Resources” window which contains a list of textures you can
choose from. Select a texture type and press OK. The texture you choose will be applied to the
terrain.

Step 4: Modifying the Terrain.


To modify the terrain of your map select the “Height” button on the toolbar.

This will bring up the Height panel on the left side of the editor. Left clicking on the terrain will
raise the height of the terrain. To lower the height of the terrain, hold down the Control button
and Left Mouse click the terrain.

Step 5: Placing Markers and Structures


Placing Markers:
Special markers need to be placed on the terrain in order for the map to function. Go to the
Objects panel and select “MARKER”. “MARKER” is located under “Add Object”. Note the list of
different marker names found in this category.

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From that list place the following 2 markers at one end of the map and place them near each
other:
 PLAYER_0_SPAWN_POINT_MARKER
 PLAYER_0_POSITION_MARKER

Now place the following 2 markers at the opposite end of the map also placed near each other:
 PLAYER_1_SPAWN_POINT_MARKER
 PLAYER_1_POSITION_MARKER

To place markers, select the marker name and hold the Shift button + Left Mouse click on the
map. These markers will appear as red flags on the terrain.

Now you need to set the faction owners of the markers. This can be done by selecting the
marker on the terrain and then changing the “Player Owner” field located at the bottom of the
Objects panel. One set of markers should be “Rebellion” and the other “Empire”.

Placing Structures:

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Structures are also found in the Add Object section. For example, the Imperial and Rebel
Command Center can be found under “GROUNDBUILDABLE”. Some examples of structures
you can place on the map can be found under “GROUNDBUILDABLE” and
“SPECIALSTRUCTURE”. They are:
 Command Headquarters
o REBEL_COMMAND_CENTER_BUILD_PAD
o IMPERIAL_COMMAND_CENTER_BUILD_PAD
 Mining Facilities
o REBEL_GROUND_MINING_FACILITY_BUILD_PAD
o REBEL_MINERAL_PROCESSOR
o EMPIRE_GROUND_MINING_FACILITY_BUILD_PAD
o EMPIRE_MINERAL_PROCESSOR
 Power Generator
o POWER_GENERATOR_R_BUILD_PAD (Rebel)
o POWER_GENERATOR_E_BUILD_PAD (Empire)
 Infantry Barracks
o R_GROUND_BARRACKS_BUILD_PAD (Rebel)
o E_GROUND_BARRACKS_BUILD_PAD (Empire)
 Light Vehicle Factory
o R_GROUND_LIGHT_VEHICLE_FACTORY_BUILD_PAD (Rebel)
o E_GROUND_LIGHT_VEHICLE_FACTORY_BUILD_PAD (Empire)
 Heavy Vehicle Factory
o R_GROUND_HEAVY_VEHICLE_FACTORY_BUILD_PAD (Rebel)
o E_GROUND_HEAVY_VEHICLE_FACTORY_BUILD_PAD (Empire)
 Tech Facility. Found under SPECIALSTRUCTURE.
o R_GROUND_RESEARCH_FACILITY (Rebel)
o E_GROUND_RESEARCH_FACILITY (Empire)
 Base Shield Generator
o R_BASE_SHIELD (Rebel)
o R_BASE_SHIELD_SMALL (Rebel)
o E_BASE_SHIELD (Empire)
o E_BASE_SHIELD_SMALL (Empire)
 Reinforcement Points (Don’t forget to place these markers or you won’t be able to bring
in reinforcements. These are located under “MARKER”.)
o REINFORCEMENT_POINT_REBEL
o REINFORCEMENT_POINT_EMPIRE

After placing structures be sure to set its “Starting Object” option! If you don’t do this the structure
will explode when the map loads and you’ll have to spend credits to repair it. This is done by
selecting the structure and changing its “Starting Object” setting to the option other than “None”.
For example, if you select the Rebel Command Center you would change the “Starting Object”
setting to “Rebel Build Site” (see example image below). This setting name varies per structure.
If the only option is “None” you do not need to do this.

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Note: It is recommended that you do not place any ground soldier markers (i.e.: Rebel Troopers
and Stormtroopers) when making a map. Doing so may cause the units to act incorrectly. You
will however get free ground squads at the Player Spawn Point Marker that you placed in Step 1.
The faction of the squad depends on the Player Owner settings that you also set in Step 1. For
example, if the “Player Owner” setting is “Rebel” then several Rebel Trooper squads will spawn
there when the map loads.

Step 6: Painting Passability Information


Note: This step is not required in order to create a map but does help the units find their way
around the terrain. If you decide to skip this step, move on to Step 7 below.

Painting passability information on the map determines the areas in which units can travel on.
Note: Flying units (i.e. TIE bombers) are not affected by passability information. Go to the Height
panel again. Under “Brush Style” select “Passability Code Brush”.

You can paint Clear, Steep and Water passability information by selecting them in the “Terrain
Passability” dropdown menu. The editor can automatically set passability for hills and other
height changes you made by selecting “Edit” in the menu toolbar and then selecting “Reset
Passability”. You can then fine tune the passability information with the brush. NOTE:
“Passability Code Brush” has to be selected under “Brush Style” in order for the “Terrain
Passability” drop down menu to be active. Otherwise it will be grayed out.

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Note that the color of the terrain changes. This layer of the terrain denotes the following:
 Clear – Green terrain color that units can travel over.
 Steep – Red terrain color that only flying units can pass over.
 Water – Blue terrain color that only hover units can pass over.
* Note – Purple denotes a structure footprint that is impassable until the structure is destroyed
during play.

Some passability rules to consider when building your map are:


 The width of passability information should be about the length of an Imperial AT-AT.
 Try to keep passability information squared off as much as possible.
 Don’t make too many passability zones that are too thin in width.
 Try to keep impassable objects (trees, buildings, etc.) within impassabile areas.

Step 7: Saving and Using the Map


When you are ready to save your map go to “File -> Save or Save As” in the menu toolbar. By
default the map will be saved in C:\Program Files\LucasArts\Star Wars Empire at War\
GameData\Data\CustomMaps. Load the map by pressing the “Custom Maps” button in the
Skirmish Battle Setup screen (Main Menu -> Single Player -> Skirmish Battles -> Custom Maps
button). Select the name of the map created and press the “Load” button.

Step 8: Distributing Maps


You can share Custom Map files that you’ve created just as you would with any other file. It is
recommended that you post your Custom Maps on the internet for others to download at
http://www.lucasfiles.com/. Please visit the Lucasfiles website for more information.

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Appendix A – Multiplayer Maps

Faction-Based Skirmish Maps


This page describes some details when creating a faction-vs-faction (i.e. Rebel vs. Empire)
skirmish map using the Map Editor. It covers issues such as which markers to use, what they
mean, and which building types to place.

This section of the document only covers the creation of land tactical maps.
The Basics
There are a few high-level concepts to understand before you make a faction-based skirmish
map:
 It's always Rebel vs. Empire. Rebel players cannot ally with Empire players or vice-versa.
 All base structures are treated as community property for that faction. The structures do
not belong to specific players, they belong to the faction.
 The spawn point markers are faction-specific. You will be placing markers for players 0-8
(or however many players you want to support per-side on your map) for each faction.

Markers
In order to determine player "start locations" (the spawn points for your starting units), you need
to place down special markers. You will find these markers under the MARKER section of the
object panel in the Map Editor. They are named PLAYER_0_SPAWN_POINT_MARKER through
PLAYER_7_SPAWN_POINT_MARKER.

If you wanted to support a 4-on-4 faction-based skirmish map, you would need to place markers
PLAYER_0_SPAWN_POINT_MARKER through PLAYER_3_SPAWN_POINT_MARKER for both
the Rebel and Empire factions (8 markers total). Make sure that you set the owning faction after
placing the marker! You can do this by changing the "Owned by Player" combo box at the bottom
left of the Map Editor UI when in Object mode.

If you wish, you can place multiple markers of the same type for the same faction (ex: you can
have 2 or more PLAYER_0_SPAWN_POINT_MARKER objects for the Rebel faction). If you do
this, the game will spread out that player's starting forces between those marker locations.

Each player's starting camera position is also determined by the placement of these spawn point
markers. If there are multiple markers for that particular player, the camera will focus on the first
marker specific to that player that it finds (the search order is determined by which marker was
placed first in the editor).

Base Structures
Skirmish modes use the same structures that are used for campaign-spawned maps. The
following structures are valid for use in faction-based skirmish maps:

 Command HQ: This is the structure that players will use to perform unit production
during the skirmish game. When selected, the player will see a production interface
identical to galactic mode production.

 Mining Facility: The mining facility is the player's main source of credit income during a
skirmish game.

 Power Generator: Performs its normal functions of powering the Base Shield Generator
and providing extra power to the base defenses.

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 Infantry Barracks: Allows the production of infantry units at the Command HQ during
play. In addition, the Infantry Barracks directly produces the Infiltrator Upgrade, which
enables production of Infiltrator units at the Command HQ.

 Light Vehicle Factory: Allows the production of light vehicles at the Command HQ during
play. May also allow the recruitment of vehicle-based heroes.

 Heavy Vehicle Factory: Allows the production of heavy vehicles at the Command HQ
during play. The Heavy Vehicle Factory can directly produce vehicle-related upgrades.

 Tech Facility: This structure directly produces multiple upgrades related to structures and
super weapons. Note: The Rebel faction does not have a Tech Facility in campaign
mode, so this is a new structure for them (which hasn't been created yet)!

 Base Shield Generator: Functions normally, but is also upgradeable via the Tech
Facility.

Appendix B – Single Player Maps

Single-Player Map Creation Checklist


Creating a tactical map requires more than just mastering the map editor. Certain rules and
guidelines should be followed to ensure the best possible maps will be created.

Land Tactical Map Construction Requirements


Here are the basic checklist items for each standard land map, used in galactic level play. Each
entry has an indicated minimum value of how many of the object must be placed on the map for
proper functionality.

Standard Markers
 Attacker Entry Marker
Minimum value = 1
Place this at the intended attacker start location, facing the primary path. This should
preferably be near the bottom of the map.

 Defending Forces Markers


Minimum value = Varies
Place these starting from base center, working to the base outskirts (preferably toward
the Power Generator Marker). It is recommended that at least three (3) are placed within
the base itself to ensure starting units are primarily placed there.

 In-Base Markers
Minimum value = 7
In-Base Markers for previously constructed maps should be adjusted to match this total
(7) where possible. The primary base should be a consolidated unit, preferably near the
top of the map, and underneath the base shield marker’s coverage.

 Out-Base Markers
Minimum value = 4
Out-Base Markers for previously constructed maps should be adjusted to match this total
(4) where possible.

 Base Shield Marker


Minimum value = 1
Ensure the Power Generator Marker is outside of this base shield coverage, and the
marker covers the main base area as centrally as possible.

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 Power Generator Marker
Minimum value = 1
Ensure this is outside of the Base Shield Marker, preferably equidistant from the base
and the attacker start, yet aside from the main path of assault.

 Attacker Bombing Run Marker


Minimum value = 1
Placed at the Attacker Entry Marker, facing the main base location. The bombing run will
then have good initial orientation.

 Defender Retreat Marker


Minimum value = 1
When possible, place this on the opposite side of the Attacker Entry Marker from the
main base, to give the proper impression of retreat when activated.

 Attacker Entry Reinforcement Point


Minimum value = 1
The attacker requires one reinforcement point near the starting location.

 Defender Base Reinforcement Point


Minimum value = 1
The defender requires one reinforcement point directly inside the main base area.

 Uncontrolled Reinforcement Points


Minimum value = 0 to 2
At least one additional reinforcement point is recommended for each land map as a
contested element, preferably equidistant between attacker and defender starting
locations, and frequently off the main routes of travel.

Faction Specific Elements


 Skirmish Build Pads:
Place build pads at a height of 0. Ensure they are approximately 3 cells away from walls
and each other to avoid object overlapping. Finally, ensure the facing of the pad is
appropriate for its functionality (offensive facing the oncoming attacker path, defensive
facing the primary activity centers). The number of build pads varies depending on map
size and layout.

 Pirate Base:
Minimum Value = 1
A single pirate base structure is to be placed. Place the pirate base marker in the primary
base location, as the defenses are mainly oriented toward this location.

 Pirate Turrets – Level 1:


As the pirates do not have the ability to upgrade their base levels, pirate turrets must be
placed manually. Place pirate turrets (anti-tank and/or anti-infantry) in defensive locations
around the base itself, and perhaps in common locations outside near where Empire or
Rebel forces might build offensive emplacements as well.

 Pirate Base Shield Marker:


Minimum Value = 1
Ensure the pirate’s Power Generator Marker is outside of this smaller base shield
coverage, and the pirate base is within the marker’s radius.

Tactical Elements
 Multiple Base Entrances:

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Minimum Value = 2 or more
Each main base requires at least two entrances to allow for tactical surprise elements, or
flanking attacks. Ensure your wall placements never restrict this minimum requirement.

 Base Approaches:
Minimum of 2 options
Each map should have at least two primary access routes to the base from the attacker’s
start location. It is preferable to have more, as this adds to tactical capabilities.

 Map Edge for All Structure Markers:


Ensure the Structure Markers are placed far enough away from map edges the units will
not spawn outside of the play area if garrisoned, and the structure is clearly visible. An
estimate of 6 cells away from the map edge is a good value to use. Also avoid placing
walls or build pads closer than 3 cells.

 Special Objects and Structures:


Some planets have special invisible objects and/or special build objects on their surface
to allow planetary special abilities to function. Ensure that any special structures required
for the map are included and have appropriate spacing for pathfinding issues.

 Branched Sandbox Maps:


Make sure sandbox map properties are set to branched to allow any faction to own the
planet surface as defender.

 Non-Playable Region Viewing:


Maps must have sufficient space outside the playable region in order to allow camera
angles that view the horizon. Avoid high mountains which allow the camera to view actual
map edges due to the height. Keep in mind this must be adhered to in all four cardinal
directions as closely as possible.

 Chokepoint Pathfinding Size:


Ensure that choke points (narrow passages, canyons, fords, etc) are at least 12 cells
wide.

 Indigenous Units and Spawners:


Try to place indigenous units well away from base areas and the attacker entry position,
as they are discoveries to be made over time rather than initial encounters.

 Map Edge Restrictions:


Markers, buildings, reinforcement points, and any other interactive object must not be
placed so close to the edge of the map that it can't be fully viewed from any camera
angle. Try to keep them approximately 6 cells away.

 Visual Considerations for Map Edges:


The cinematic camera and zoomed in camera modes allow looking at the horizon. The
edge of the map must be constructed such that the hard physical edge of the map
geometry is not visible. This can be accomplished by raising the edge of the map to look
like hills. Flat water plane cannot extend off the edge of the map in any visible way.

Appendix C – AI Zones

AI zones are used for the following:


 High level path finding
 Localized threat analysis
 AI Zone perception hints

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 Reachability assessments by the AI

AI zones are NOT used for:


 Representing hard passability rules -- the passability markup on the terrain does that

AI zones are defined in the terrain editor by:


Painting areas using the AI tab to select the context and the paint button to toggle between zone
selection and zone painting.

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