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Map Editor
The Map Editor lets you design and modify all 4 game maps across 4 difficulty levels.
From the main window, select Editors → Edit Maps
The Map Editor has three main sections:
- Left Panel - Map selection, configuration, and counters
- Center - Visual map display with zoom/scroll
- Bottom - Tile palette for selecting tiles
Click map buttons (Map 1-4) to switch between maps.
Each map has 4 difficulty levels. Click the numbered buttons (1-4) next to each map.
Important: Map structure can only be edited in Difficulty 1. Higher difficulties only allow object placement (items, spawns, etc.).
Set the completion time in seconds.
Range: 0-255 seconds Typical values: 60s (Map 1), 90s (Map 2), 140s (Maps 3-4)
Controls enemy spawn frequency.
Range: 1-14 (game uses 5-8; higher values may crash) Note: Lower numbers = faster spawning
Drag the slider to set map width (16, 32, 48, or 64 tiles).
Important: Changing width automatically moves the exit door to the correct position.
Tiles are organized in groups:
- Walkable Path - Empty space (tile 0x26)
- Treasures - Ring/key/crown boxes and keyholes
- Decorative Walls - Visual-only wall tiles
- Enemy Spawn Walls - Spawner decoration tiles
- Teleport Pillars - Left/right teleporter tiles
Click any tile in the palette to select it. The selected tile shows in the preview box.
- Select a tile from the palette
- Click on the map to place it
- Click and drag to paint multiple tiles
Note: Only works in Difficulty 1. Higher difficulties are locked for structure editing.
Use object markers to place game elements:
- Player Respawn (orange) - Where player respawns after death
- Enemy Spawn (red) - Where enemies appear
- Teleporter (magenta) - Teleport column placement
- Click an object marker in the palette
- Click on the map to place (must be on empty path tile 0x26)
- Right-click existing markers to delete them
The player start position (lime) is always present. To move it:
- Click the lime marker on the map
- Drag it to a new location
- Release to place
Items (rings, keys, crowns, keyholes) are per-difficulty. Each difficulty can have different item placements.
- Switch to the desired difficulty (1-4)
- Select the filled item tile (0x6F, 0x70, 0x62, or 0x72)
- Click on an existing empty box of the correct type
Important: The empty box must already exist in Difficulty 1 structure.
- Rings - Maximum 4
- Keys - Maximum 4
- Keyholes - Maximum 4
- Crowns - Maximum 2
Teleporters are vertical columns that transport the player between two rows in the same column.
- Select the Teleporter object marker
- Click the bottom endpoint (on empty path tile)
- Click the top endpoint (same column, different row)
- Press ESC to cancel if needed
Rules:
- Both endpoints must be in the same column
- Both must be on empty path tiles (0x26)
- Maximum 6 teleporter pairs per map
- Only one pair per column
Right-click either endpoint to delete the entire pair.
The counters show current usage vs limits:
- Player Start - Always present (checkmark)
- Respawns - 0-3 respawn points
- Enemy Spawns - 0-7 spawn locations
- Teleports - 0-6 teleporter pairs
- Items - Detailed breakdown by type
The editor validates your map:
- Warning: More keyholes than keys (player can't complete map)
- Show Grid - Overlays 16x16 tile grid
- Show Objects - Shows/hides object overlays
Use + and - buttons to zoom in/out (1x to 8x).
Tip: Use 3x-4x zoom for comfortable editing.
When "Show Objects" is enabled:
- Lime - Player start
- Orange - Respawn points
- Red - Enemy spawns
- Green - Items (rings/keys/crowns)
- Magenta - Keyholes and teleporters
The exit door position is fixed based on map width:
- Width 0 (16 tiles) - Door at column 11
- Width 1 (32 tiles) - Door at column 27
- Width 2 (48 tiles) - Door at column 43
- Width 3 (64 tiles) - Door at column 59
Note: Door is 3x3 tiles and cannot be manually placed or deleted.
- Start with Difficulty 1 to build map structure
- Copy empty boxes to all locations where you might want items
- Place teleporters on long vertical paths for faster travel
- Test limits - The editor prevents invalid placements
- Use respawns strategically to avoid long walks after death
- Editing structure in D2-D4 - Only D1 allows tile changes
- Forgetting keyholes - Player needs keys to open them
- Teleporter in wrong column - Both endpoints must align vertically
- Items on wrong boxes - Key boxes need keys, ring boxes need rings, etc.
- Tile Editor - Customize tile graphics
- Palette Editor - Change map colors
- Tips and Tricks - Advanced mapping techniques