- 1IntroductionWhat the map editor can author, what it deliberately cannot, and the shape of the work from an empty grid to a published map.
- 2InterfaceThe module bar, the tool palettes, the outliner, the viewports and every keyboard shortcut that matters.
- 3Creating a MapSizes, biomes, generated starting layouts, spawn points, the environment block and what a saved map actually contains.
- 4Terrain & HeightPainting ground and water, the terrace elevation model, ramps, and the six ways a hand-edited height field goes wrong.
- 5Lava & BiomesLava as a terrain type, the one rule it imposes on a map, and how the ten biomes differ from each other.
- 6Units & PropertiesPlacing units and buildings, the inspector, authored ids and tags, hero instances, spawners and ground items.
- 7Players & TeamsThe per-seat roster, controllers, teams, starting resources, AI settings, map rules, and how to make a one-player map boot.
- 8TriggersEvents, conditions and actions; why there is no scripting language; and how Tower Defense and DOTA maps are built from the same node set.
- 9Data OverridesPer-map changes to units, buildings, items and spells: patching a definition, cloning a new one, and why a map is always self-contained.
- 10CutscenesBuilding an in-game scene from camera keyframes and timed lines, and the one rule that keeps a skipped cutscene from breaking a match.
- 11TestingLaunching the map in the real engine, what to check before you call it done, and how to test a map that only misbehaves in multiplayer.
- 12PublishingEvery validation rule and what it prevents, why the same check runs on the server, and what happens to your map after you publish it.