Guide on using the Map Editor

  • 烧烤酸奶 ( BBQ YOGHURT )


    This guide will teach you how to use the map editor efficiently!

    1. Tools of a map editor
    2. Ground/Objects/Region and Coordinates
    3. Editing objects (text on ground, size of object etc.)
    4. Making a good map
    5. Map Mechanics

    1. Tools of a map editor

    Let's start our journey!

    We'll start wth the DRAW function.
    The DRAW function allows you to place grounds/objects/regions from the menu bar onto your map. Simply click on the object you want, and place it. Wazza!

    The ERASE function allows you to remove certain items in the map.
    The direct opposite of DRAW, simply click on an existing tile or object in the map to remove it

    The SAMPLE function allows you to select an existing tile or object in the map to duplicate it. This is so you could save time finding he object again in the menu bar. After ghe SAMPLE function, you will be brought back to the DRAW function to place your object.

    The EDIT function will be discussed on Content (3)

    The UNDO function allows you to go back to your previous action, in which case if you made a mistake in your map. REDO button helps to restore your UNDO action.

    The REDO function helps to go back to your previous action. However, in this case, it redoes the action that you undone using the UNDO function. So if you think the mistake you made actually helped the map, click on the REDO button

    The CLEAR function erases your current work. Click UNDO if you accidentally cleared your work.

    The LOAD function allows you to extract your map file onto the editor, so you can continue your work on the map from before.

    The SAVE function allows you to save your map onto your computer, remember to save your work at regular intervals so you won't lose your map details. Each map file is saved as .jm format.

    The TEST function, which the name suggests, allows you to test your maps. Only rank 50 and above are allowed to test maps. Otherwise, you will be stuck in a black screen with an error saying that you can't test with the supposed rank.

    Alternatively, each action can be done with a hotkey. This is hinted at the letter on each function that has a bracket. For example, pressing D allows you to start the Draw Function and C will clear
    your work.


    1. Ground/Objects/Regions and Coordinates

    There are 3 types of mapping tools to chose from on the top right of the map editor.
    They are: Ground, Object and Region.


    Ground is the base of your map. They are what you stand on and some have special properties.

    When you select a ground, they would usually display a Speed Multiplier.
    The normal range for Speed is 1.00.

    Grounds like Arena Dirt has a Speed Multiplier of 1.00. A priest with 50 Speed would normally
    walk with 50 Speed on Arena Dirt.

    However, some grounds like Pool has a Speed Multiplier of 0.67.
    These would slow your character down and the Priest would move at 0.67x 50 = 36.85 Speed.

    Likewise, tiles like Lunar Capital Road allows you to move faster as it has a Speed Range of
    1.20. Therefore, your priest would move at 1.20x50 = 60 Speed instead.


    Basically makes the sprite of your character look like it is partially into the ground. It is NOT
    the same as the Quicksand's property of making your character slowing into the ground. Also,
    some water tiles do not display the "Sink" property.
    Examples: Pure Evil, Tropical Water Surf (Not stated)


    Enough said. Your character can't walk on the tile. Not all grounds that are unwalkble stated as
    Example: shtrs Pure Evil, Candy Grass Dark (Not stated)

    Moves you towards a direction. To know which direction you're moving, you have to guess
    from the Ground name itself or test your map. Some are not stated, though,
    Example: WhirlPool Rt and Purple Alpha Square (Not stated)

    Not stated. Some tiles allow you to blend with other tiles by a fading of colour or a Special
    ground sprite on the tile. If either one of the tiles doesn't blend with tiles, the ground would
    not blend.
    Example: Japanese Moss (No Blend), Gothic Rug (No Blend), Gold Sand (Normal Blend)

    -Damaging Tiles
    Not stated. Some tiles are dangerous and cause you to lose HP.
    Example: Evil Water and Hot Lava


    Objects serve as decorations, enemies,walls and many more in a dungeon.

    No purpose except for decorating. Other than that, some act as obstacles which do not allow
    bullets or players to walk through.
    Example: Gothic Candelabra and Winter Tree Big

    Walls block your line of sight and serves the purpose of blocking you and your enemies.
    However some walls do not block your line of sight such as Earth Walls.
    They can be classified into destructible, indestructible and switch-triggered

    -Destructible Walls
    As its name suggests, some walls can be broken down with a set amount of Hp.
    Some examples of destructible walls are: Destructible Earth Wall and Ice Destructible Wall.

    -Indestructible walls are invincible and cannot be taken down by any means.
    Example: Grey Wall and Lunar Capital Wall

    -Switch-Triggered Walls
    Walls that can be destroyed after destroying certain objects (switches), in addition of
    KillWall (number)
    Example: shtrs Wooden Gate

    Well, your opponents of course! Some enemies are what you have to defeat, some require
    other elements to work, while some are optional for additional elements and some are just
    for decorational purposes.
    Example: Oryx the Mad God 2 (Normal Enemy), md1 Head of Shaitan (require Left Hand
    Spawner and Right Hand Spawner), Tomb Bosses (Optional Element which makes the bosses
    orbit around the Tomb Boss Anchor), Sheep (Cute and for Decorational Purposes).

    -Enemy Elements
    Sometimes, enemies need some more seperate behaviors to carry out their purpose.
    They sometimes help to spawn certain things, help the boss to carry out their purpose and
    maybe help to attack players. Most of the time, they have no sprite and are shown to be
    empty on the map editor. To know how most of these work, you have to look at current
    maps to get an idea on their behaviors
    Example: shtrs Laser2 (Helps Forgotten King to carry out his Tentacle phrase), drac
    floor red (allows Puppet Master to carry out his starting phrase), ic boss
    purifier generator (Spawns the pillar which spawns the triangle things in
    Esben's battle) and Hermit God Drop (spawns the place in which loot bags drop)

    Enable a permanent portal on your map which would never disappear. These portal would
    allow players to lead to other places in a dungeon.
    Example: Daily Quest Portal and Inner Sanctum Portal.

    No purpose at all. They are put into the editor but their purposes are for the player
    customisation and have no effect on the map.
    Example: Kithi (Kithio's Skin).

    Invincible decorations that wander around the environent that has also no hitbox but for
    (maybe) future pets and decorations for animals to walk around your map. Some pets do
    not show on the map.
    Example: Devon Roach and Creepy Monkey Head.

    Things that pose as obstacles to kill you or make your life even more annoying. Helps to
    increase difficulty in your dungeon or so.
    Example: Tomb Thunder Turret and Lair Burst Trap

    -Environmental Elements
    Consists of switches and invisible objects to construct a bridge or to kill a wall and some
    other functions.
    (Killing Abandoned Switch 1 activates KillWall 1 in shatters. KillWall1 would destroy
    shtrs Wooden Gate in a certain range. Also, killing Abandoned Switch 7,8 and 9 would
    activate shtrs Player Check. If a player is in the tile of shtrs Player Check, Shtrs Bridge
    Spawn will activate and tiles that are marked with shtrs Bridge Spawn will turn into shtrs
    Shattered Floor and will turn back to shtrs Pure Evil after a short time)


    Depending on your map, regions are points where players or enemies spawn, or certain portal
    and item merchandises come to place.

    The main one is:

    • Spawn Point
      This is where players spawn and all maps must have them (or else you would spawn at the corner of the map which is usually a black void :p)
      Having more than 1 spawn point would make players spawn in any one of the spawn points to start in the map (An example: OMGWTFBBQ where players spawn in different parts of the map)

    Additional Regions requirements for map and their information:

    -For Arenas:
    Arena Edge Spawn - Where Enemies Spawn.
    Arena Central Spawn - Where Bosses Spawn.
    Spawn - Where Players Spawn

    -For Nexus
    Spawn - Where Players Spawn
    Realm Portal - Where Realm Portals Spawn
    Store 5 - Keys
    Store 1 - Weapons
    Store 2 - Abilities
    Store 3 - Armours
    Store 4 - Rings
    Store 6 - Fame Store
    Store 37 - Marketplace Portal
    Store 40 - Pet Yard Portal
    Store 39 - Cloth Bazaar
    Store 7 - Consumables
    Store 8 - Amulet of Resurrection

    -For Marketplace
    Spawn - Where Players Spawn
    Store 14 - Market Consumables
    Store 13 - Market Stat Potions
    Store 9 - Market Weapons
    Store 10 - Market Abilities
    Store 11 - Market Armours
    Store 12 - Market Rings


    On your bottom left corner, you see the status of the tile you're editing on.
    It shows the position (Coordinate) and current Object and Ground. It also shows the edit status which we will cover later.
    The Maximum Coordinates are 511 on each length and breadth.
    The Format of the Coordinates are x and y where:
    x refers to the length and y refers to the breadth of the map. (like a graph)

    If you want to measure your tile length, instead of counting each tile, you can use the coordinates to help you calculate.
    Like this: (Bigger Coordinate - Smaller Coordinate + 1)
    It will show your tile length of your map length.

    For Example, I want to calculate the length between the right corner of Santa's hat and the left corner of the santa's wooden staff with the coordinates:
    (186,311) and (209,311)
    To Calculate the distance (length), we take (209-186+1) tiles which give us 24 tiles.
    This would save time and Coordinates are a useful tool to use.

    An easier way to measure the coordinates is by using the shift button to measure your coordinates diagonally. (Thanks Wiz!)
    Same as before, just hold your shift button from Point A to Point B, with each of the points at opposite corners of the rectangle. Subtract the coordinates respectively to find both the height and length difference between the two points.

    NOTE: the Coordinates would not be the same all the time when you SAVE and LOAD your map as
    the map would be centered on the editor.


    3) Editing Objects

    Editing Objects allow you to make texts on the floor and adjust certain map decorations to suit your map. Things to note are :( colon) to seperate fuction to customization where functions are names and sizes while customizations are numbers and text. Also, the ; (semi colon) is to start a new function.

    As of what I know, here are the editing formula for some of the items:


    number ranges from 1-500. The bigger the number, the larger the sprite of the decoration 


    Similar to decorations, you can imput a name on your gravestone while adjusting the size of the sprite


    Size can be adjusted along with the enemy's HP of your preference.
    xOffset and yOffset refers to stacking objects (with the exception of static objects) in any area into a coordinate of your preferance.


    Similar to gravestones, the name can be altered and size affects the size of the text shown.


    mtype:(item code);mcost:(number);mcur:(0/1);mrank:(1-100)
    This is a code for merchant where you place items on sale using the manual way.
    mtype is the id of item you want. (For example if you want boshy gun, the id of the item is 0x7052.)
    mcost is the amount of gold or fame the item would cost.
    mcur is whether the currency is in gold or fame. 1 for fame. 0 for gold.
    mrank is the minimum amount of stars in order to buy the item


    From this point onwards, it is my own judgement on good maps. People may have different opinions on which kind of maps they like.

    4)Making a Good Map

    To make a good map, you need to expand your creativity with good placement of objects and a good choice of structure and ground.

    To identify your structure, we will have to look whether your map is in a natural or an environment influenced by people.
    Natural environments are usually randomized while influenced ones are in order.


    Size of Maps

    5)Map Mechanics (Switches/Keys/Hexxer/Dehexxer)

    Keys (Davy Jones)
    Simply place a coloured key onto the ground. After, Place the coloured wall onto any place you want to seal. Remember to place the Coloured Key opener (ex. Red Key opener) beside the coloured walls.
    This will make sure that when a player obtains the key, and when he steps onto the ground with the key opener, the wall would disappear, allowing access to the place you wanted to block.

    Switches (Shatters)
    AS1 activates KW1
    AS2,3,4,5,6 activates KW2
    AS7 activates KW3
    AS8 activates KW4
    Death of Twilight activates KW6

    -Mage Bridge Tutorial-
    Ps: I'm not sure of this.
    You need AS7, AS8 and AS9, shtrs Player Check Archmage and shtrs Mage Bridge Check and shtrs Mage Closer
    Killing AS7, AS8 and AS9 (AS9 may be buggy) wil activate shtrs Player Check Archmage when a player stands on it.
    This will in turn activate shtrs Mage Bridge Check that will turn shtrs Pure Evil into shtrs ground for a limited amount of time.
    To prolong the bridge, you need to have shtrs Mage Closer, plaeed somewhere near shtrs Mage Bridge Check.

    *AS = Abandoned Switch
    *KW = KillWall

    KillWall only breaks shtrs Wooden Gate in a certain range, be sure your KillWalls are placed far apart so you don't accidentally activate unnecessary Wooden Gates

    Hexxer/Dehexxer (Labs)
    The true reason why you can be hexxed and dehexxed, not the Lab water and Lab Green Liquid.
    You can simply find them through their Alphabets but they have no sprite.
    On the map, they will show as green and blue bubbles.

    Have fun.

  • nice

  • 烧烤酸奶 ( BBQ YOGHURT )


    Not finished yet, but still gonna continue on this guide

  • why would anyone need this though

    if it's too hard for them to find out themselves then I really don't think they'll have the skill to make a decent map

  • 烧烤酸奶 ( BBQ YOGHURT )


    why would anyone need this though

    if it's too hard for them to find out themselves then I really don't think they'll have the skill to make a decent map

    Experience and practice is necessary to be a good mapper.
    However, if anyone needs additional information or tips on making a map, here is one.
    (assuming they can understand what I'm writing)

  • Trading Moderators

    With the part 2 coordinates section it's easier to find the length between things by just holding in shift and selecting the area because it shows the length and height difference straight away in the bottom left where it says "Rect:"
    Idk, maybe add that into the section too?

  • like I said in minichat a day ago

    The pictures are TOO BIG. Seriously, I had to click the font increasing button to make the text anywhere close to readable

  • 烧烤酸奶 ( BBQ YOGHURT )


    With the part 2 coordinates section it's easier to find the length between things by just holding in shift and selecting the area because it shows the length and height difference straight away in the bottom left where it says "Rect:"
    Idk, maybe add that into the section too?

    I was going to add the shift part later but thanks for the part on the height and length difference part

    I'll resize and add more pictures after I complete the guide

  • Not necrobump ree
    more c0de

  • Lolicons

    I totally read the whole thing!! But I think this is a really good guide

  • 烧烤酸奶 ( BBQ YOGHURT )

    Because of all these necrobumps, I will add another section on a tutorial on switches
    Edit: Added Dehexxer/Hexxer and Keys too

  • Famous Forumers

    Good Ass Post +1

  • Trading Moderators

    There's also an xOffset:(number);yOffset:(number); which is usable on all objects which are not marked as Static. It offsets the position of the object specified by the number given in tiles. Whole, decimal and negative numbers can be used. This allows enemies/other objects to be stacked or moved onto a position at the side or corner of a tile. It's really cool if used properly.

  • 烧烤酸奶 ( BBQ YOGHURT )

    @Wizardism \

    Interesting. Could you give an example?

  • Trading Moderators

    Well, finding it a bit difficult to find a good example. Maybe test it out when you have time to see what's possible with it. I could have sworn it used to work with static objects, if it did then it'd create a lot more room for creativity. Right now it seems limited.

    The things which you can do with it are:
    Offset enemies into walls to make them act more like a turret since they can't move.
    Place several enemies into one square (for example, you break a certain wall and you want 2 Green Crawling Spiders to come out of the one square behind it.)
    There may be more things this can do?

    I know, it's not exactly very useful, but it has some uses.

  • 烧烤酸奶 ( BBQ YOGHURT )

    Alright Added

  • 🏤 Forum Citizens 🏡

    @Food i cant seem to find the right sign. what does it look like?

  • I want to die

  • 🏤 Forum Citizens 🏡

    @yellooooow huh. i use the edit, but all it shows is object name. is that where i put the text?

  • Trading Moderators

    @Jmn You press the Ed(i)t button, then click on whichever object you would like to edit. Then, a text box shows up where you can type.

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