Maped keys quick reference
A quick reference chart of the keys and mouse operations listed below is also available. Due to the rarity that some of the operations, a few of the keys are omitted.
Maped keys summary
moving around the map
up down left right scroll large maps. Use the keypad to scroll more quickly.
selecting what to edit
f edit features i edit items - keep pressing to see more items t edit terrain - keep pressing to see more terrain s or m edit spawners
loading and saving
l load level. Type number when prompted. You will be prompted to save. shft-l load level as above, but with no save ctrl-r reload a level w saves (writes) map q save and quit shft-q quit without saving shft-s set map folder (default is smaps) : good for keeping maps sorted in subfolders
< load previous level WITHOUT SAVING > load next level WITHOUT SAVING shft-x load this map's parent level (to simulate exiting towns for example) space when the orange square at the centre of the screen is hovering on a level changer or teleporter pressing space will enter that level (w/o saving the old level) j will attempt to change into the level or follow a teleporter where the mouse is hovering
[ decrease brushsize ] increase brushsize alt-g replace all of the tile that is hovered over with mouse with the currently selected tile from palette
r resize map. Press r then type the new size (eg 20 30) when prompted. p edit map properties (eg name, wither its dark , the map type). ctrl-l reloads maped.cfg - needed when chging paintsets or random level params
renumbering a level
n renumber / copy level shft-n change all target values to a new value for level changing triggers (don't use)
shft-t toggle map randomisation algorithm (either caves or dungeons) shft-r generate random cave (only works on blank levels)
shft-D does a ascii-code map dump - you probably won't need this ctrl-d dump a small png file of the map shift-ctrt-d dump a huge png of of the map
shft-f hide/show features h hide/show items and monsters z toggle zoom shft-v toggle LOS - allows you to see what the map looks like ingame
paintsets 0-9 select a paintset
regions - see Maped Regions or http://forums.swut.net/viewtopic.php?p=65285#p65285
alt-n set your active region number alt-r show/hide regions - they are on by default e sets the region top left corner shft-e sets the bottom right corner, and if 'e' was used correctly, a region will be instantly created alt-e delete all regions by number
When hovering mouse over a feature in feature edit mode:
c copy the cursor's map-xy for feature target-xy placement v paste the copied xy into a features target
When hovering mouse over a spawner in spanwer edit mode:
` set spawner radius to -1 (spot spawner) 1-0 set spawner radius - + decrease/increase the spawner's max monsters to spawn
Maped mouse operations
- editing features : add new blank feature. Click it again to edit its properties.
- editing monsters : add monster after selecting one from the palette
- editing map : change a map tile
- editing items : place an item. Items may be piled on top of each other.
- edit features / items / monsters : delete that feat/item/monster
- edit map : set the current paint tile to that which you just right clicked (a bit like an eyedropper)
- centre on mouse cursor
- middle click and drag to pan
Extended mouse/keboard ops
Changing floor tiles beneath furniture tiles
After placing a furniture-like tile (e.g. chair, table, etc.) its background can be set manual to any desired floor tile. For this select the floor tile and place it by using crtl-Lclick on the furniture. The floor tile should appear under the furniture and a small pink 'u' indicates the placed undertile.
Copying spawners & features
When editing spanwers:
- Use ctrl-Lclick on a spawner to copy it's values to memory.
- Use shift-Lclick to place a memory copy of that spanwer.
The same goes for copying features, except that you must be in edit-feature mode to do so. The mouse operations are the same.
Changing a feature type without changing its values
In feature edit mode, select a feature from the palette, then shift-right click on an existing feature on the map to convert it to the selected feature.
Eg, say you wanted to change a LXY to a TEL, but wanted to keep the feature's dest-x and dest-y, select TEL from the palette, then shift-right-click on the LXY on the map to convert it to a TEL.