The Map Editor The map editor is the core of the game processor editor. This is where you will actually design the playing field using images designed in the terrain hex editor. The map editor is the only area from which the user can access the pull down menus (including the save function), or exit the program. There's a bug related to the non-standard graphics handler being used, where the cursor goes away when you change screens. If this happens to you, just press Left-amiga and the "g" key simultaneously, two times. This takes you to the workbench, and then back to the Wargame Processor, and brings the cursor back. I've tried fixing this with a mouse show command at the end of each screen refresh, but it had no effect. At the right of the screen, above the buttons, is the image of the current active hex image. The number above the image indicates the image number the program has assigned to it. This image is also attached to the mouse. To place this image on the map, simply click in the desired hex. If you make a mistake and wish to return to the original image you pasted over, simply double-click on the hex and it will return its original image. If you hold either shift key down along with the left mouse button, the selected terrain feature will be pasted over every hex the mouse touches as you move the mouse. This allows you to "paint" broad areas of your map with a particular type of terrain without having to click on each individual hex. To select a new image from the library of images, use the buttons to the right of the displayed image, +1/+10 or -1/-10. These will page through the available images. Simply stop on the image you want. If the desired image is not available from the default editor hexes, you may use the terrain editor to draw the desired terrain in an unused hex image. To scroll the map up down or sideways, use the arrow keys on the keyboard. To scroll quickly, use the numeric keys, 2-4-6-8. The visible area relative to the map will be represented by the red box in the upper right corner of the screen. Clicking in this area will also allow you to move around the map. Just move the red box to the area you want to view and click the mouse button. Button Functions: The "Name Hexes" button will allow the user to rename a hex from the default coordinate name. The default coordinate name is located just below the overview map, and updates as you move the mouse cursor around the screen. When the "Name Hexes" function is enabled, a hex may be marked by clicking on it, and the new name typed in. Pressing Return ends the text entry. No other functions will be possible while text entry is active. You may copy a hex name by clicking on the hex and pressing "Amiga-C." To paste this name down, click on another hex and press "Amiga-V." This is useful if you have a group of hexes you want to designate the same, like in an area-type game. Sometimes you may wish to clear the coordinates from an area of the map, such as the edge. There is an easy way to do this from the "Name Hexes" mode. Simply click on any hex you want to instantly clear the name of, and press F1. The name is gone, and you're ready to click the next hex. The "Place Underlay" button indicates the mode of image placement which is active. Pressing it will cause the button to change to "Place Overlay", and will allow layer 2 images to be placed. The map editor defaults to placing layer 1 images at startup. Pressing the button a second time will cause the button to read "Erase Overlay." This will remove whatever image is in layer 2 from a hex. There are 400 possible hex images available to create a map. The first 125 of these are reserved for layer 2, and all the rest are devoted to layer 1. Overlays are used to embellish terrain with rivers, hex edges, cities, etc. without using up too many image resources. The "Make Overview" button will draw a new overview map in the upper right-hand corner which will reflect any changes made in the map. You should always save your work before using this, as it hasn't been thoroughly tested, particularly on very large maps, and may contain some fatal bugs. The "Edit Units" and "Edit Terrain" buttons provide access to other editor functions. The "Force Pools" button allows the user to assign his own names to any of the 18 Force pools. Force pools are off-map holding areas for units and can be designated whatever name the user desires. You may notice that there is no capability to place units on the map. This can only be done from the WarGame Processor player. All units will be placed on the map in the upper left corner as an initial default. Designers should include a savegame file which distributes the units in some fashion to expedite setup. Menus: The Project menu: Save allows the user to save his module to disk. The game will be saved using the name you select. All images will be saved with the module files in the "Modules" directory, located under the directory that the editor was launched from. Two files are saved with each module, one *.GPD file which contains all the graphic images unique to your module, and one *.GPF, which contains the data for how to put the graphics together. "About" contains the copyright notice for the Game Processor. "Quit" allows you to exit the program. A verification message is provided before final shutdown. The Images Menu: "Make Unit Template" will create an IFF picture of all the unit images used in the module. This picture can then be edited by a more powerful paint program than the tools contained in the Game processor. Don't try to change the palette of the picture, because the WGP program will force it back to the default palette "Make Hex Template" will create an IFF picture of all the hex images used in the module. This picture can then be edited by a more powerful paint program than the tools contained in the Game processor. "Cut Unit Template" will load an IFF picture of a unit template, then extract the unit images from the template and incorporate them as part of the present module. This allows you to reload your edited templates. "Cut Hex Template" will load an IFF picture of a hex template, then extract the unit images from the template and incorporate them as part of the present module. This allows you to reload your edited templates. "Add Units" will allow you to increase the number of units in a module. I've found that I always estimate low when I'm figuring out how many I need. If you do this, you must immediately saveyour work and exit the WGP Editor. This is because the program has already been initialised with the old number of units, and that cannot be changed without a restart. An unfortunate side-effect is that if you have any games in progress with the module you are modifying, the old savegames will cause a crash if you try to load them. It's a good idea to give the new file a different name. "Macro Hexes" is a specialized function to address some of the problems with using the WGP in tactical games such as Squad Leader. To deal with the special requirements of these games in beta test, it was decided to make each "game" hex cover a number of WGP hexes. Then every WGP hex could have a different status assigned to it, so units in the same hex could be distinguished by level, function, or however the player chose to organize them. This menu option is intended for use with the ASL_template.tpi hex library, which can be cut using the hex cutter menu. With this image library, this menu option will draw the hexsides for much larger hexes on the map. With the basic WGP set there is not enough program space to allow more than two Squad Leader mapboards to fit using this method. You can download the "WGP_Monster" program from either GEnie or the DUP aminet site, which will utilize expanded RAM: if you have more than 2 megs. This will give you mapboards up to 250x250 WGP hexes. "Report Hex Usage" provides a report of which hex images have been used and how many times they have been used. Images which are unused are highlighted in red. This is a valuable tool for managing very large image libraries through the development process. Help menu -- hey, if you're reading this, you probably already have this one under control.