Creating a new map or mod in the map editor is very simple. You need to have an idea of what kind of map you're going to make from the start to help you determine size and texture set. Even though size and texture set can both be changed via Map Properties later on, it's a good idea to start with the same stuff from the beginning so you don't have to reposition or re-skin things. Here's a quick view of what you can expect to see when you go to create your first mod or map. You can get to the screen below by clicking File -> New...
The first option you'll see is the option to define a document type. If you choose Mod as the document time, the only options you will have is to specify dependencies. All of the other options disappear. The mod's description reads "Mods contain customized data to modify the way the game plays for any map that uses the mod".
Dependencies are where you can define libraries of code that you will be using in your map. This is the only option in this window that is available to both Mods and Maps.
The map size is determined by grid squares. When you select your size, the playable Size will be updated as well. The playable size is the actual size on the map that players can play on. Units and structures cannot be built on the very edge of the map, there are additional squares that take up the sides so you can't actually see the edge of the map while you're playing.
Here you set up your texture set which will last for the duration of the map. You can also set the default texture by clicking the small squares. There are options to completely custom your texture set.
Here is a list of the texture sets available as well as links to where you can preview them.
- Bel'Shir (Jungle)
- Braxis Alpha (Space Platform)
- Char (Volcanic)
- Korhal (Urban)
- Mar Sara (Wasteland)
- Monlyth (Lunar)
- Redstone (Volcanic)
- Shakuras (Wasteland)
- Tarsonis (Urban)
- Xil (Wasteland)
- Zhakul'Das (Jungle)
You can also generate some hills and even cliffs using the height options available.