Map Editor Walkthrough
Map Editor Walkthrough
Map Editor Walkthrough
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Table of Contents
Overview 3
Non-functional Buttons 3
Known Issues 3
Camera Controls 3
Further Information 3
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.
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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.
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.
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.
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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.
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.
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Appendix A – Multiplayer Maps
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.
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.
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.
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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.
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.
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.
Appendix C – AI Zones
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Reachability assessments by the AI
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