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Getting Familiar with the Menus

Berke edited this page Sep 2, 2026 · 1 revision

The Map Editor is divided into several dockable panels. You can move these panels by dragging their title bars and dock them in different parts of the editor.

Many controls also display a short explanation when you hover over them. If you are unsure what a setting does, leave your cursor over it for a moment.

Editor Panel

The Editor panel contains the main tools used to build and edit a level. An asterisk (*) appears next to its title when the current level contains unsaved changes.

Editing Modes

The buttons at the top of the panel switch between three editing modes:

  • Geometry Mode is used to select, move, and edit walls and their endpoints. Selecting a wall opens its properties in the Inspector.
  • Sector Mode is used to create and edit sectors. It also displays the sector drawing tools and the properties that will be applied to newly created sectors.
  • Entity Mode is used to select and edit entities placed inside the level.

Selecting an item from the Hierarchy automatically switches to the appropriate mode.

Texture View

Texture View Mode changes how level geometry is displayed in the editor. Enable it to preview the textures assigned to surfaces. Disable it for a simpler coloured view that may make the level structure easier to see.

Grid and Snapping

The Grid section controls how geometry aligns while it is created or moved.

  • Grid Size changes the distance between grid lines.
  • Snap to Grid makes points align to the nearest grid position.
  • Snap to Points makes points connect to nearby existing vertices.

Snapping helps prevent small gaps and misaligned walls.

Sector Drawing Tools

The following tools are available while using Sector Mode:

  • Freehand lets you place the corners of a sector individually.
  • Rectangle creates a rectangular sector.
  • Polygon creates a regular polygon. You can choose the number of sides or quickly select a hexagon.
  • Circle creates a circular sector from multiple straight wall segments. Increasing the segment count produces a smoother shape.
  • Curve creates curved geometry using several smaller wall sections. Increasing the subdivision count makes the curve smoother.

Instructions for the selected tool are displayed inside the panel.

New Sector Properties

This section controls the initial properties of the next sector you create. You can choose:

  • Wall, floor, and ceiling textures
  • Floor and ceiling heights
  • Sector light colour
  • Wall, floor, and ceiling colours

Changing these settings does not modify an existing sector. Select an existing sector to edit its properties through the Inspector.

Inspector

The Inspector appears inside the Editor panel when a sector, wall, or entity is selected. Its available properties depend on the selected object and the current editing mode.

Use it to inspect or modify the selected object's values. You can also delete the selected object from its Inspector.

Actions

The bottom of the Editor panel contains the main level actions:

  • Save saves the current level.
  • Runtime Editor opens the separate Runtime Editor. Its tools are explained on another page.
  • Save and Play saves the level and starts the game.
  • Save and Quit saves the level and closes the Map Editor.
  • Switch to UI Editor opens the separate UI Editor. Its tools are explained on another page.

Hierarchy

The Hierarchy lists every sector, wall, and entity in the current level. The number next to each category shows how many objects of that type exist.

Click an object to select it and open its Inspector. You can use Ctrl or Shift while selecting to work with multiple objects.

The search bar filters the list by name or ID. Press the small X button to clear the search.

Right-clicking an item opens its context menu:

  • Sectors and walls can be deleted.
  • Entities can be deleted or have their ID copied.

Entity IDs are useful when one object needs to refer to another, such as from a script.

Asset Browser

The Asset Browser displays the files inside the project's Assets folder. Use it to locate resources such as textures and assign them to compatible fields in the editor.

Assets can be dragged onto supported property fields. The browser also works with the asset selection controls shown beside texture properties.

Press Refresh after adding or changing files outside the editor so the Asset Browser can update its contents.

World Settings

The World Settings panel controls settings that affect the current level as a whole.

Audio

The Audio section contains global sound settings:

  • Master Gain controls the overall audio volume.
  • Doppler Factor controls the strength of the Doppler effect.
  • Speed of Sound affects how the Doppler effect is calculated.
  • Distance Model controls how sounds become quieter over distance.

Physics

The Physics section contains the level's Gravity setting.

Rendering

The Rendering section lets you select the level's background texture and choose a texture rendering preset. Different presets are available for pixel-art, retro, low-resolution, and realistic visual styles.

Project Settings

The Project Settings button is located in the bottom-right corner of the editor. Press it to open or close the Project Settings window.

Current Level

This section displays the current level's name and provides a button for creating a new level.

When creating a level, enter a name and press Create. A level cannot be created with an empty name.

All Levels

This section lists the levels in the current project.

  • Load saves the current level and then opens the selected level.
  • Delete permanently removes the selected level after confirmation.

Deleting a level cannot be undone, so make sure you no longer need it before confirming.

Build

Press Export to create a standalone build of the project in its configured export folder.

Application

  • Shutdown closes the editor. A warning is displayed if the current level has unsaved changes.
  • Light Mode switches the editor between its light and dark themes.

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