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TM

WorldMaster Help
General Controls
Moving the camera
Moving/Panning Mouse Keyboard Shift + Right click + Drag mouse The Arro Keys !Shift + Arro Keys

ill "an slo ly#

$ote% Scroll Speed may be ad&usted in the Edit menu under Program Options'
Zooming In and Out Mouse Ctrl + Right click + Drag mouse u" or do n Keyboard Ctrl + (")Do n Arro Keys Tilt Camera Mouse Keyboard Rotate Camera Mouse Keyboard Alt + Right click + Drag mouse u" or do n Alt + (")Do n Arro Keys Alt + Right click + Drag mouse left or right Alt + Right)*eft Arro Keys

Keyboard Shortcuts
Ctrl + + , ndo last action -ring u" the Histor! dialog

Getting Started

The Tools
General Tools
Histor!
The -attle Realms. /orldMaster features a 0hotosho"1like Histor! feature2 brought u" ith the H key or the Edit menu' This feature tracks every ma" change as a se"arate entry2 allo ing the user to undo and redo every action done during that "rogram session' $ote that non1volatile tools2 such as Select "ertices2 do not store undo)redo information in the Histor!' The ,istory list has a ma3imum number of entries cou"led ith a ma3imum si4e of memory that it may take u"' 5nce either of these limits is reached2 the oldest history is lost'

#rus$ Settings
Many of the /orldMaster tools involve using a brush to 6"aint7 a s"ecific attribute onto the terrain' The brushes used for these tools can be customi4ed to suit your needs' To c$ange t$e attri%utes o& a %rus$ Right click on the brush you ish to edit and select 65"tions7 from the menu' Different tools use different attributes of a brush hile ignoring others' 8or e3am"le2 the Paint Te'ture Tool does not use the So&tness2 Strengt$( )allo&& or Smoot$ing Rate values stored in each brush' 93"eriment ith these values to suit your s"ecific needs' #rus$ Options Constrain 0ro"ortions /hen toggled2 the brush:s idth and height ill al ays share the same value' -rush /idth),eight These numbers and sliders determine the height and idth of the brush' $ote that all brushes are round2 thus a brush ith greater height than idth ill be a tall oval2 not a tall rectangle' 5"acity2 S"eed2 Strength This value determines ho 6hardly7 the effect is used on terrain and ho ;uickly it ill re"eat hen the mouse button is held do n' 8or e3am"le2 a brush ith a lo Strength ill a""ly the 0aint ,eight tool slo ly2 raising or lo ering the terrain only a small amount ith each click' Softness 9very brush is gradated so that "ainted effects are smoother and more natural looking' This value determines the end value of the brush:s gradation' <f you anted a very hard1edged brush2 the Softness value ould be ='

Softness 8alloff This gra"h determines hen the brush starts gradating to ards the softness setting set above' A straight line denotes a straight gradient' A conve3ly curved line ould denote a harder brush ith little gradation on its edges2 hile a concave line ould denote a soft brush that is almost entirely gradated' /hen using this gra"h2 note the changes in the -rush 0revie corner of the dialog' in the lo er right

Smoothing Rate This value determines ho much smoothing the Smooth Terrain tool does "er click)cycle' A high value ill smooth &agged areas to smoothness ;uickly2 hile a lo value is better suited for detail ork' To save your current brush configuration for loading at another time2 right click on a brush and select 6Save -rushes7' To load a saved brush file2 select 6*oad -rushes7 and then s"ecify the brush file to load'

Select >ertices Tool


Many of the /orldMaster tools involve using a brush to "aint a s"ecific attribute on the terrain' An alternative to this is to first select the vertices that are to be affected2 and then a""ly the s"ecific tool' *dd to Current Selection *eft Click ) *eft Click + Drag Mouse Remove &rom Current Selection Ctrl + *eft Click ) Ctrl + *eft Click + Drag Mouse Clear Selection S"ace bar

0ush)0ull ,eight Tool


(se this tool to uniformly raise or lo er the height of all terrain selected ith the Select "ertices Tool uniformly' <f you "osition your cursor over the selected terrain hile using this tool2 you can track the current height by looking at the coordinates in the lo er right corner of the indo ' Raise Selected Terrain *eft click + Drag mouse u" +o,er Selected Terrain *eft click + Drag mouse do n

0aint ,eight Tool


,eight is one of the most significant strategic com"onents in -attle Realms' <n the game2 units standing on hills or other raised areas gain substantial bonuses as a result of their height advantage' *ike ise2 units belo other units are at a substantial disadvantage' <n addition to its strategic uses2 height also affects "assability? units ill not be able to alk on areas at a @= degree or greater incline and "layers may not build on areas ith an incline of A= degrees or greater' 8or more information on "assability2 see the -e&ine Pat$ -ata Tool section belo ' Raise t$e Heig$t o& t$e *rea *eft click +o,er t$e Heig$t o& t$e *rea Ctrl + *eft click nder t$e #rus$ nder t$e #rus$

Smooth Terrain Tool


The Smoot$ Terrain Tool is useful for ad&usting the "assability of a ma" and &ust making a ma" look more natural and eroded' Smoot$ Terrain *eft click nder #rus$

The rate of smoothing is set via the Smooth S"eed slider in the #rus$ Options dialog' 8or more information on #rus$ Options2 see the .eneral Tools section above'

8latten Terrain Tool


8lat areas are the most ideal for building and alking2 but are visually and strategically uninteresting' The flatten tool is a useful last resort hen smoothing and other terrain height modifications aren:t giving you the results you ant' )latten Terrain *eft click nder #rus$

$ote% The height value flattened to is that directly beneath your cursor' Select the checkbo3 if you ant to constrain the tool to flatten to a s"ecific height' Move the slider to your desired height2 and anything "ainted ill conform to this height only'

Roughen Terrain Tool


The roughen tool e3ists for aesthetics alone' /hile smooth terrain is natural2 ma"s look stale if they:re too smooth' The roughen tool random raises and lo ers vertices under the brush ithin a threshold set ith the tool:s slider' /hile e3treme values don:t look natural2 lo to medium values can give a smooth face some "leasing unevenness' Roug$en Terrain *eft click

0aint Te3tures Tool


(se this tool to change the a""earance of the terrain to suit your ma" design' /hile this may seem mostly aesthetic2 the terrain te3tures on a ell1designed ma" communicate the ma":s underlying "assability' Additionally2 some ty"es of terrain have game"lay effects' 8or e3am"le2 units are slo ed hen alking or running through forest terrain' Rice and 8orest terrain do not naturally generate rice "lants or trees2 so they may be used aesthetically' To "o"ulate these terrain ty"es ith their intended ob&ects2 see the Paint )orest Tool and Paint Rice Tool descri"tions belo ' Paint Terrain Te'tures *eft click *d/ust Tile "ariant Percentages Right click on the desired terrain ty"e and s"ecify the variant "ercentages by ad&usting the sliders' Select Speci&ic Terrain "ariant Right click on any tile of the desired terrain ty"e and left click on the variant desired' $ote% <n certain cases2 "ainting te3tures ill result in an invalid configuration of te3tures on the ma" !i'e' rice cannot be directly ad&acent to stone#' /hen this occurs2 the /orldMaster ill attem"t to resolve the conflict by "ainting nearby hatever is necessary to resolve it 1 if the conflict cannot be resolved2 your "aint command ill not be e3ecuted' /hile occasionally frustrating2 the other o"tion is losing all te3tures on your ma" due to a cascading te3ture re"lacement "ass2 a far greater frustration'

0aint *akes Tool


This tool adds ater to the terrain' /ater is an essential resource in -attle Realms 1 a ma" ithout ater ill be un"layable in the game and ill dis"lay a arning hen saved by the /orldMaster'

*dd Water *eft click <n order for "easants to be able to gather ater from a lake2 there must be Water .at$er Points "resent' After "ainting your lakes2 click the .enerate Water Points button to evenly "lace /ater Gather 0oints to ards the edges of the lakes' The edge of a lake must be "assable in order for a Water .at$er Point to be "laced there' Should a desired area not get ater "oints2 dis"lay the "ath data ith the -e&ine Pat$ -ata Tool and smooth the edges of the lake ith the Smoot$ Terrain Tool'

Water *est$etics Tools


As ater is such an im"ortant "art of -attle Realms2 a number of aesthetic o"tions are available' $ote that all of these settings are global and not available on a lake1by1lake basis' 0aint /ater Translucency /ater is naturally trans"arent2 and this toggle lets the "layer alter the level of translucency' /hile largely aesthetic2 this feature is handy for denoting crossable "oints on bodies of ater' 8or best results2 use a very eak and soft brush hen altering ater translucency 1 it:s easy to go too far and end u" ith com"letely invisible or o"a;ue ater' 8or more on #rus$ Settings2 see the .eneral Tools section above' Start Color and 9nd Color /hile the ater color has a te3ture that is naturally blue2 you can alter the colors of the lighting a""lied underneath the ater ith these t o values' The Start color is the color of the lighting near the edge of lakes2 hile the 9nd Color is the color of the lighting on the bottom of the lake' As this is lighting2 note that a verte3 color of hite is tantamount to no lighting at all and ill not "roduce a frosty hite effect' Start Slider and 9nd Slider These dual sliders ad&ust the si4e of the borders of the Start Color and 9nd Color mentioned above'

0aint Color Tool


(se this tool to a""ly coloring to the terrain' The uses of this tool are almost "urely aesthetic2 but the tool can be used to accentuate shado s to better communicate height' As ater is already affected by >erte3 Coloring2 coloring cannot be a""lied to the bottom of bodies of ater' Paint Color *eft click

Erase Color Ctrl + *eft Click or 0aint hite coloring This tool uses the #rus$ Opacit! setting2 thus soft brushes ill a""ly less of the coloring at a time than a hard brush' 8or more information about #rus$ Settings2 see the .eneral Tools section above'

0aint 8orest Tool


To add trees to your ma"2 you can "aint them manually or click the )ill )orest Terrain button to add trees to the ma" herever you have "ainted forest terrain' /orldMaster ill automatically generate the a""ro"riate trees for the tileset you have chosen' 8or more information on "ainting te3tures2 see the Paint Te'tures Tool descri"tion above' *dd Trees *eft click Remove Trees Ctrl + *eft click <f you ant to re1randomi4e the "lacement of a certain grou" of trees2 remove the trees and re"aint them' This ill "lace them in a ne random configuration' After "lacing trees2 click the pdate Tree S$ado,s button to a""ly shado s beneath ne trees and remove shado s from removed trees'

0aint Rice Tool


To add rice to your ma"2 you can "aint them manually or click the )ill Rice Terrain button to add rice to the ma" herever you have "ainted rice terrain' *dd Rice *eft click Remove Rice Ctrl + *eft click Kee" in mind that each rice "lant is an ob&ect in the orld2 and there is a limit of one thousand ob&ects on any given ma"' <f too many rice "lants are "laced on a ma"2 the /orldMaster ill "rom"t you to remove some rice before saving' 8or more information on "ainting te3tures2 see the Paint Te'tures Tool descri"tion above'

0lace 5b&ects Tool


5b&ects can be "laced on the ma" to enhance the ma":s mood and general atmos"here' <n addition to ob&ects2 "article effects and other "ro"s can be "laced via this tool2 as ell' *dd O%/ect *eft click Move O%/ect *eft click + Drag mouse Rotate O%/ect Alt + *eft click $ote% /hen rotating an ob&ect2 the 6front7 of the ob&ect ill turn to face the cursor' Raise/+o,er O%/ect Ctrl + *eft Click + Mouse (")Do n $ote% -efore an ob&ect may be raised or lo ered it must be unlocked' Right click on the desired ob&ect2 toggle *l,a!s on .round off2 and click 5K' Select Multiple O%/ects *eft click + Drag mouse *dd O%/ect to Selection Shift + *eft click Remove O%/ect &rom Selection Ctrl + *eft click -elete *ll Selected O%/ects Delete key Some ob&ects2 such as the aterfall2 must be scaled to be used "ro"erly' To scale an ob&ect2 Right click on the ob&ect to o"en its 5"tions dialog' 9nter ne scale values in the Scale slots and hit 5K'

0lace Tag 0oints Tool


There are five ty"es of Tag 0oints% Pla!er Start Points2 Creature Spa,n Points2 -e&ensive O%/ective Points2 and Water .at$er 0oints'

Pla!er Start Points


These im"ortant tag "oints are used to designate the starting locations of the teams that ill "lay on the ma"' Thus2 the number of start "oints determines the ma3imum number of "layers that can "lay on the ma"2 hich is no more than eight'

A ma" ill not be "layable ithout Pla!er Start Points' Notes on start points and AI players% 8or an A< "layer2 the start "oint is "erha"s the most valuable "iece of data that can be used' <n order for a ma" to be used isely by an A< "layer a fe things should be considered' Kee" start "oints reasonably close to uni;ue su""lies of rice and ater Don:t "ut start "oints too close to each other Try not to let multi"le start "oints be closest to the same rice "atch or ater source !this ill generally cause the A< to fight over this "atch initially2 and be eaker in the starting "hases of the game# Kee" start "oints on "assable ground Try to "ut start "oints in large areas of building "assability !this ill make it easier for the A< to find good building "lacement#

Creature Spa,n Points


These tag "oints ill s"a n creatures to roam the ma" and generally enliven the orld' /hile most are aesthetic2 t o have game"lay uses' ,orses ,orses are an essential resource in -attle Realms2 used to mount units and give them im"ortant damage bonuses and e3tend their longevity' A ma" ill not be "layable ithout ,orse1enabled Creature Spa,n Points' /olves /olves aren:t essential2 but they:re fun' /olves ill hunt do n all units !e3ce"t the 0ackmaster and /ere olf# and attack them if given the chance' To s"ecify the creature generated by a s"a n "oint2 Right click on the "oint to o"en its o"tions menu' Choose the Creature from the menu2 set the number of creatures desired2 set the radius you:d like them to s"a n in2 and hit 5K'

-e&ensive O%/ective Points


These tag "oints are used to communicate strategically valuable ma" locations to A< "layers' Good candidates for this ty"e of tag "oint are hills2 locations near boulders2 resource fields and choke "oints' -e&ensive O%/ective Points are not re;uired2 but ill increase the A<:s ability to use the ma" effectively and generally "rovide a better e3"erience'

Water .at$er Points


These tag "oints s"ecify here a 0easant can gather ater from a body of ater' These can be "laced one at a time manually2 or by clicking the .enerate Water Points button on the Paint +a0es Tool' !See 0aint *akes above#' /ater Gather

0oints can only be "laced in shallo -e&ine Pat$ -ata Tool'

ater that is denoted as "assable by the

8or more information on Water Points2 see Paint +a0es Tool descri"tion above' 8or more information on "assability2 see the -e&ine Pat$ -ata Tool descri"tion belo '

Define 0ath Data Tool


This tool lets the user see areas of the ma" here units cannot alk and add additional im"assibility for ma" t eaking "ur"oses' There are t o categories of "assability that can be vie ed% /alker and -uilding 0lacement' Check the 6Dis"lay 0assability7 check bo3 to vie these "assability ma"s' Default "assability is generated by the ma":s slo"es and ater de"th' /alker 0assability The /alker "assability ma" sho s in red the areas here units and creatures cannot alk' (nits may not alk on slo"es greater than @= degrees2 or in ater de"ths greater than one meter' -uilding 0lacement 0assability The -uilding 0lacement category sho s ere the "layer cannot construct buildings during the game' -uildings may not be "laced on terrain ith a slo"e greater than A= degrees' -uild areas on all ma"s should be large enough to accommodate to ns' <n addition to vie ing im"assability2 one can t eak a ma":s "assability by adding bits of im"assibility' To do this2 check the Edit Passa%ilit! check bo3 and "aint' Paint Impassi%ilit! *eft click Remove ser1-e&ined Impassi%ilit! Ctrl + *eft click (ser1defined2 artificial im"assibility is re"resented by blue s;uares' /hen "ainting im"assibility2 it is a good idea to fill in any "assability holes on ma"s ith user im"assibility by using the Edit Passa%ilit! o"tion' This ill "revent misleading clicks on unreachable terrain2 as ell as other "otential technical "roblems'

Ad&ust Clouds Tool


<n this "anel the user may s"ecify various eather settings for your ma"' 8or e3am"le2 one could make a ma" in hich it rains often or not at all' Rain has

game"lay uses above and beyond its aesthetics? rain makes rice gro back faster and allo s +ymeth to call lightning do n on surrounding enemies' Rain starts at a ,umidity value of B=' Ma' Wind Speed This sets the ind s"eed2 a "urely aesthetic value' Raising this ill raise the s"eed at hich the cloud ma" scrolls over the terrain' Initial Humidit! This determines the humidity level of the ma" hen the ma" is first loaded' <n order to make a ma" al ays load ith rain2 set this value to at least B=' Min Humidit! This slider determines the minimum humidity level "ossible on the ma"' <f you ant it to rain all the time2 set this above B=' $ote that the Minimum ,umidity value cannot be set lo er than the <nitial ,umidity value' Ma' Humidit! This slider determines the ma3imum humidity on the ma"' Set this belo B= if you never ant it to rain'

0lace Sounds Tool


Sounds can be used to further enhance the atmos"here of a ma"' These are locali4ed ambient sounds2 and ill "lay hen the camera is ithin their s"here of influence' Place Selected Sound *eft click To ad&ust the area affected by a "articular sound "oint and the sound "oint:s volume2 right click on the "oint and set them in the 5"tions dialog'

0lace *ights Tool


(se this "anel to ad&ust the lighting of your ma"' Double1click on a light in the list to change its color and direction' After changing the lights2 click the Recalculate +ig$ting button to vie its effect on the ma"' Additionally2 one can set the Shado -rightness on the ma"' After ad&usting the slider2 click the Recalculate +ig$ting button to vie its effect on the ma"'

M<SC
Stats
(se the statistics to vie the entire ma"' s"ecific numbers of things either on the screen or over

Screen statistics are useful for balancing individual areas of the ma"' 8or e3am"le2 one might 4oom the camera to one corner of the ma" to see ho many rice "lants are local to this "articular corner2 and then increase or decrease the rice de"ending on ho much is in the other areas' Ma" statistics are useful for vie ing total numbers throughout the entire ma"'

(sing a custom1made ma" in -attle Realms


5nce you:ve finished construction of a ma" in the /orldMaster2 make sure that you have the follo ing things% 9nough start "oints to accommodate the desired ma3imum number of "layers for your ma" 9nough resource locations for those "layers At least one horse s"a n "oint At this "oint in time2 you should give your ma" a name' Go to the +evel Settings dialog in the Edit Menu2 and ty"e in a name for your ma"' This is ho your ma" ill be sorted inside the game' Save your ma" out to the +evels directory of the folder here you installed -attle Realms' Ty"ically2 this ill be something like 6C%C0rogram 8ilesC*i;uid 9ntertainmentC-attle RealmsC*evels7' The ne3t time you "lay the game2 your ne level should a""ear in the list of levels to choose from'

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