So
you want to make new maps in Warzone 2100 eh? Well all you need is the Warzone World Editor (.EditWorld.) and some
free time on your hands. Having this guide handy might help too! This guide is intended as a supplement to the
EditWorld help files from Pumpkin Studios and the NEWST organization. NEWST
provides an excellent guide that discusses
the various buttons and menu options in EditWorld. My manual is meant as a supplement for beginners who need more
help with the basics. What you will need. A personal computer with at least a 400 MHz processor and 128 MB of RAM.
Warzone 2100, and EditWorld for Warzone. If you don't have Warzone 2100, you may be out of luck, because the game
is no longer in print. You're only hope is to get a copy from someone who has the game. On the other hand, you
can download EditWorld from the organization. (see
links page)
1. Download EditWorld from (see links page) and install it on your hard drive.
2. Optionally, you can download the Warzone Starter Kit from
(?) and install that as
well. The Warzone Starter Kit gives you much more control over the game including setting resolutions up to 1200
x 1024, setting which artificial intelligence models are used, and what game modifications are active.
N.E.W.S.T members have also produced some very impressive maps with modifications to the game. My favorite so far is the map named Citadel
Elite .
3. Making a height map: To get started with your first map, it is highly recommended
that you create a gray scale image of the terrain you want in your map. This is much simpler than it sounds. All
you need is any painting program for the PC. Make sure you only paint in black and white, which gives you 256 levels
of gray. The only other rules are that you will need to save the final picture in PCX format, and at a final size
in pixels that is equal to the map size in tiles. So if your map is going to be 100 by 100 tiles, the PCX file
should be 100 by 100 pixels. The maximum map size with EditWorld is 250 x 250 tiles. The basic idea is that the
highest areas on the map painting are represented by white, and the lowest areas are represented by black. If you
want a steep or sheer cliff face to show up in the final map, make sure the transitions between black and white
areas are sharp. If you want smooth
rolling hills, use gradients of gray to make smooth height transitions on the map. Sea level will be
at the lowest point on the map, which corresponds to the black areas. The idea is to make the lay of the land using
various shades of gray. Plan your map carefully at this stage, because the height map really defines what the final
map will look and play like. Note that you can paint your map at a larger size than the final dimensions as long
as your paint program allows you to size the picture to the correct final dimensions. Don't forget to save the
map in the .PCX file format. The heightmap I made for my map called ValleyForge is
shown at the right.
4. Selecting a Texture Data Set and Map Size:
Now that you have your height map ready, you can start EditWorld. When you create a new map you will need to select a texture set. There are three built-in data (texture) sets, one is called Rocky Mountains, another is called Arizona, and the final one is called Urban. Each one uses different tile texture sets. You'll need to get the hang of each of the different tile texture sets to use them effectively. However, you only use one texture set per map. In practice, you will only paint with individual tiles when doing touch-ups. To paint whole areas it is much better to use the so-called edge brushes, which I'll get to shortly. After you decide which one of the data sets to use, you need to decide how large you want the map to be. A small two person map can be in the 64 by 64 range, while four player maps should be in the 150 x 150 range. Large maps are in the 250 by 250 range. Remember to set the size of the map equivalent to the dimensions of your height map in pixels. The texture / feature window is on the left side of the screen. Each texture/feature-set also includes all the buildings, hardpoints, and other features you'll need to make a finished map. You can scroll up and down the texture/feature set using the scrollbar at the right side of the texture window.

5. Importing the height map:
After you select the texture set and size of the map, and click on the OK button, you'll have to wait a short time
while EditWorld generates a blank map. At that point you can go to the .Map Menu. and import your height map. Select
.import height map. from the Map Menu, and navigate to the directory where you saved the pcx file. Select the file
and import it. Now your map will have the correct texture/data set, will be at it s final size, and will have all
the height data that you painted into the height map. To rotate the lighting on the map, use the K and L keys.
This will help you see the hills and valleys you created with the height map. Zooming and rotating the map can
be done with the number keypad keys and mouse.
6. Starting to draw the map:
The basic idea behind map painting is to use the edge brushes to paint out water, mountains and other features
that limit vehicle movement on the final map. The rule here is that each texture tile is assigned to a particular
.terrain type. (water, dirt, ice, cliff etc.). The terrain types assigned to the texture tiles are changeable,
meaning that you can define which textures are cliff face (impassable), and which are dirt (passable). This is
a key feature of EditWorld. You'll notice a series of buttons along the top of EditWorld which have colored squares
in them. You can hover the mouse button over a colored square to get a description of it. The main point here is
that different terrain types limit vehicle movement on the map in different ways. Obviously, water limits movement
to only hovercraft or aircraft. Setting a particular texture tile to cliff face makes terrain painted with that
tile type impassable to all but aircraft. Painting mountain ranges with texture tiles that have been designated
cliff face partitions the board into distinct areas. Choke-points between these cordoned off areas will be assigned
gateways later in the map production process. Gateways facilitate vehicle movement between different areas on the
map. We will get to that topic shortly. In order to change the attributes for a particular texture tile, let's
say the one that looks like grass in the Rocky Mountain texture set, simply click on that particular tile in the
texture / feature window, and then click on the colored square button above to set the terrain type for that texture.
7. Edge brushes:
Each of the three texture/feature sets comes with its own set of edge brushes. Edge brushes are collections of
related texture tiles which, when used to paint areas on the map, create finished regions of grass, water, rock,
or other terrain features. The reason they are called edge brushes is because they produce finished edges around
the terrain you're painting. So, for example, if you want to paint a lake in the middle of your map, you would
select the edge brush that has water tiles towards the center and grass tiles towards the edge. You can select
to paint with either a large, or small edge brush depending on whether you are trying to cover a large or small
area of the map. To call up the edge brush utility, simply press the F3 key. There are 15 pre made edge brushes
for each texture/feature set. You can make your own brushes in the lower right hand window if you so desire. However,
the 15 edge brushes you are given for each texture/feature set should be enough to finish up a professional looking
map. To paint on the map in the upper right hand window, click on the edge brush painting icon at the top of the
screen ( paint with edges icon, or use the Alt-B key combination). At this point it
will be useful to talk about the various windows in Edit World. I have already mentioned the texture/feature window
on the left side of the screen. The right side of the screen is split into two windows. The top window is where
you will do your map painting with edge brushes. The window below that is where you will set gateways between different
parts of your map. You can also design new edge brushes in the lower right window after pressing the F3 key. You
can also change between the edge brush view and the world view in the lower right panel by going to the view menu.
Also, don't forget that you can resize the two right panels by dragging the bar between them up or down. So start
painting out your different terrain with edge brushes. Mountain and rocky terrain will typically be given a status
of .cliff face. (using the buttons with colored squares in them at the top of the screen). This makes these painted
areas impassable to ground or hover vehicles. Limiting ground vehicle movement this way is a critical design aspect
of the game. Wide open boards are often very boring. So plan out your .impassable. terrain carefully. Make sure
that different regions of the board are separated from each other, with connecting valleys or zones that are restricted
in size. Try not to make choke-points that are too small though, as ground vehicles will tend to bunch up if the
passages are too narrow. I try to keep gateways on my maps at least four tiles wide. When it comes to making mountain
ranges or bodies of water, don't consider doing it without the edge brushes. It is not only quicker to use edge
brushes, it produces much better results. When painting bodies of water, you may want to force the height to sea
level where ever the water goes. If so, select auto height set in the options menu.
8. Texture touch ups:
In many cases edge brushes will not produce a perfectly smooth edge transition, and you will need to go back and
touch up some spots with individual texture tiles. This takes some practice and getting used to. To paint with
individual textures, use the .paint texture/object. button (or hit Ctrl-B). A shortcut
that can really speed up this touch-up process is to use the texture rotate keys on the keyboard. To do this, simply
hover the mouse pointer over the texture that you want to rotate, and use the R and
E keys. So the basic idea is to put down individual texture tiles where needed, and
then use the R and E keys to rotate them to the proper orientation.
9. Routing Gateways:
Now that you have determined the lay of the land and the terrain types (water, land, cliff face, etc.), it is time
to decide where to place the routing gateways in order to expedite traffic between zones. Enlarge the lower right
window by grabbing the bar between it and the upper window, and dragging the bar upwards while holding the left
mouse button down. If you have an edge brush selected, this window will be showing the edge brush set rather than
the map.
To change to the map view, go to the view menu and select world , or you can hit the F2 key. To move around your
map in this window you can use the arrow keys on the keyboard, or point to an area in the mini-map, which located
in the upper left part of the window. Clicking on the mini-map instantly moves your view to that spot on the map.
To add a gateway to a narrow gap between mountains on your map, click on the button labeled Gt at the top of EditWorld.
Now you can place gateways on the map in the lower right-hand window. Left-click once where you would like the gateway
opening to start (for example at the left side of the narrow gap at the entrance to a base), and then right-click
where you would like the gateway to end.
Gateways must be at least two tiles wide, and I recommend three or four tiles at least to prevent vehicle bunch-ups.
The best way to discuss routing gateways is with an example. Let's say you've created a map where each base is
ringed by impassable mountains, and has only one narrow opening. You would put a routing gateway at the narrowest
point of the entrance to each base. Notice the yellow lines? These are the gateway placements on the map. The different
gray areas each represent a separate gateway. If you look closely, you can see two areas that have a gateway that
doesn't create a new zone. These gateways are there so that you can use the high areas on the map with out the
need for ramps. To the right you will see what the map looks like in normal viewing on the 3d map.


Keep in mind that you can only lay down gateways in either horizontal or vertical lines. That is, you can not
have diagonally oriented gateways. So when making a map, try to play-test the game to see if they're working properly.
Under the Map menu there is an option called Refresh Zones . This updates the map after you have added gateways.
What will happen after placing gateways and using the Refresh Zones option, is that each area of the board separated
by gateways is assigned a unique number.
Complex maps with make the gaps between areas so that they face either north-south, or east- west. This way you
can make a vertical or horizontal gateway at each major choke-point on the map. You will have to play around with
gateways, and then 8 bases and water areas can end up with 30 or more numbered zones. These are separated by mountains,
water, and other movement limiting textures, with gateways designating the passable routes for ground vehicles
to move between the numbered zones. If your map does not have any gateways it will not compile and you will not
get a functional map. Every map must have at least one gateway. Good maps will have a significant number of gateways
strategically placed at the narrowing between zones.
10. Building bases:
In the left-hand window, you will notice that you not only have textures for painting out different terrain types,
but you also have a section that includes buildings, and one that contains other features. If you scroll all the
way to the bottom of the left window you can choose several vehicle types to be placed on the starting map. One
of these, the truck, is required for each base. That is, each base that you make on the map must have at least
one truck and one oil well. In addition, each base must have at least one building. All other buildings and features
are optional. Placed buildings can be moved around by selecting the move button at the top of the screen. Features
and buildings are placed on the map the same way textures are, using the .paint texture/object. button at the top
(or hit Ctrl-B). It is relatively simple to manage players while building bases. The P0/e0 through P7/e7 buttons
at the left side of the screen control which base you are working on at any given time. Only one of the .P. buttons
can be pressed at once, and that is the player you are working on. So first press the P0 button, and place all
of Player 0's buildings in their base. Then press the P1 button, and place all of Player 1's buildings, etc. Two-player
maps will only include buildings for player P0 and P1. Four-player maps will include buildings for players P0 through
P3, and eight-player maps will involve players P0 through P7.
All of the .e. buttons can be pressed at the same time, in which case you will be looking at everyone's base structures
simultaneously. If you want to limit your view to only one player s structures, turn off all of the .e. buttons
except for the one you are working on. To get all of the buildings you placed in each base to show up at the start
of a game, you need to select Tech-Level 3 before selecting the map. (Note: if you have not updated Warzone with
the final 1.10 patch, you will not get the option to select tech-levels prior to selecting your map).
NOTE: just make sure that the proper ( e ) button is pushed when working with these i.e. p0 is chosen so should e0 and so on - if not you could have a very rough time trying to figure out why your base is being attacked - its because you put some of your items in one of the other 7 bases - trust me - this detracts from playing that map. Coyote25
11. Adding features:
When you are satisfied with your map layout, gateway placement, and base construction, it is time to add the finishing
features. These include destroyed buildings, trees, oil tanks and other tidbits to populate the board with. They
often make the board more interesting to look at and play on. Many of these features can be destroyed by gunfire
in the game, so they do not permanently block access to areas. Use these features as freely as you like. Obviously,
one key feature to good map making is the placement of oil wells around the map. Much of Warzone strategy revolves
around fighting for oil wells outside of your own base. The total number of oil wells on a particular map greatly
affects the overall gameplay. Try various numbers of oil wells and oil well placement to optimize the strategic
effectiveness of the map.
12. Saving and tweaking your map:
Save your EditWorld map files regularly as you put them together. These internal Edit World files have a .Ind file
suffix and can only be read by Edit World. When you are ready to try out your new map, all you need to do is select
.Export Multi Player Map. from the final menu. You will need to give the map a name at this point, and then click
on OK. Just use letters, no numbers or symbols. The program will then list basic parameters such as number of players,
number of units, etc. When you finish the export process, you will see a DOS window flash by for a brief second.
At this point you are done (barring any error messages). now you can play test your map and go back and tweak it
after you have some experience with unit behavior. You may find, for example, that units tend to bunch up at a
particular spot on the map where there is an impassable region such as a mountain range. You have two options to
try and correct this. One is to change the placement of gateways near the spot where units bunch up. The other
option is to knock a hole in the mountain range at the bunch-up point. This can be done quite easily with an edge
brush that changes a segment of mountain range (designated cliff-face in the terrain types) to a section of grass
or dirt. You will probably have to touch up around the edges with individual textures to get the new opening to
look smooth. Don t forget to put a new gateway in the new opening you just made. Hit the .refresh zones. button
(map menu) to see the new area designations created by the new hole and gateway. Save the map and export a multi
player map from the .File. menu. Give your map another spin and see what else you can do to improve gameplay. You
may discover that your height map needs some minor tweaking here and there. If so, use the .drag vertex. button
at the top of the screen. Grab individual dots, and while holding the left mouse button down, drag the dot up or
down. This will raise or lower the terrain at that point. This is a tedious process, so try to get your height
map done just right before starting your new map. As a general rule, it is a good idea to play test your map as
early in development as possible. Put in your mountains, water, gateways and basic bases. Then play test thoroughly
before finishing up the bases, and adding the finishing features.