Click a cell, or drag a rectangle to apply to an area. Wheel = zoom, middle/right-drag or Space+drag = pan. In "Single level" view, Block/Plank/Ramp/Air go to that level (air fills below).
Map
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Switching keeps every texture the new set has by name and clears the rest.
Legend
Number = stack height. grey block top · tan plank · arrow ramp (points uphill) · dotted = air on top · red/green/blue/grey fill = base pad (T = tank start, D = defense) · coloured border = team ground / recon.
Next element — what a new block / plank / ramp will look like
Top—
Sides—
South—
East—
North—
West—
Bottom—
A ramp or plank has one side texture — MapEdit stores a single one and the game draws every flank from it, so the four are set together for these.
History
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New map
Resize / crop the map
Keeps the cells from (origin X, origin Y) for the new width and height; everything outside the new edge is discarded, new cells are plain ground. This clears the undo history.
Save .map
.map
Export arena
letters/digits, max 8 (the 1998 tools choke on longer names)
MapEdit runs headless on this machine: it saves the map, generates the .dat, compiles the collision grid (MAP2AMP), builds the BSP and visibility and packs the .t3d. About 15–60 s for 48×48, several minutes for 128×128.
Exporting…
Do not close this tab. MapEdit is single-threaded: one export at a time.