Understand the layer system and terrain properties.

Terrain & Layers

The Layer System

The map editor paints on stacking layers, each with a different purpose:

Floor (Ground Layer)

The base terrain — grass, dirt, sand, snow, water, stone, lava, etc. Each floor tile has:
  • Biome type — which biome it belongs to (Plains, Forest, Desert, etc.)
  • Variant — specific visual style within that biome
  • Walkability — whether characters can walk on it
  • Elevation — height value for creating cliffs and raised terrain
  • Floor tileset — the ground sprite, with autotile support
  • Wall tileset — the cliff face sprite used when adjacent tiles have different elevations

Layer 1 (Mid Objects)

Objects that sit on the floor at mid-height — bushes, fences, barrels, small rocks, signposts, low walls. These have a 2-tile visual stacking height.

Layer 2 (Upper Objects)

Taller objects — trees, buildings, tall walls, pillars, statues. These have a 3-tile visual stacking height and are drawn above Layer 1.

Events Layer

Interactive trigger points — NPC dialogues, cutscene triggers, teleport zones, treasure chests. These are invisible in-game and activate when a player walks onto them or interacts.

Tile Properties

Each terrain tile can be configured:

PropertyDescription
BiomeOne of 15 types: Plains, Forest, Desert, Swamp, Tundra, Mountain, Jungle, Savanna, Beach, Ocean, River, Lake, Volcanic, Mushroom, Corrupted
WalkableCan characters walk here?
ElevationHeight value — differences between adjacent tiles create cliff edges automatically
VariantVisual variation (e.g., grass type 1, grass type 2)

Placing Objects

When placing objects on Layer 1 or Layer 2:

  • Multi-tile objects — objects can span 2×2, 3×3, or any custom size
  • Passage grid — each cell of a multi-tile object can be set to:
- X = impassable (blocks movement) - O = passable, drawn below the character - Star = passable, drawn above the character (player walks behind it)
  • Display options — ladder, bush (character partially hidden), draw-on-top
  • Animations — animated objects use framesheet sprites that play in a loop

Autotile System

When you paint terrain, the editor automatically selects the correct tile variant based on neighboring tiles:

  • Grass next to water gets a natural shore-edge variant
  • Paths next to grass get correct border pieces
  • Cliff edges auto-generate when adjacent tiles have different elevations
This makes painting large areas fast — just paint with a biome and all the edges and transitions handle themselves automatically.