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Old 09-28-2014, 11:49 AM
Oyster Oyster is offline
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Join Date: Jul 2011
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Default Oyster's comprehensive map editor guide

_,.-~=:+*`Oyster's comprehensive map editor guide `*+:=~-.,_

Hello all!
Sorry for blowing up the map editor portion of the forum lately.
I've decided to make a guide that hopefully will stimulate some new maps from other people who may have the desire, but not the understanding.

There are a few ways to go about doing things, and I'll do my best to explain it all. Since I don't feel like reinventing the wheel, I am going to shamelessly copy the best bits of knowledge from Lamsbro and Lamster's ancient map making threads.

If anyone has any questions about anything map-related, feel free to hit me up online or on the forums.


The Altitude Map Editor is located in the folder in which Altitude was installed (the default on PCs is C:\Program Files\Altitude). To launch the editor find the file called altitude_editor.exe and double click it.

You can also open from inside the game by clicking on Map Editor on the left side of the screen. This will close the game and launch the editor.


Create a new map by clicking File->New->Map

In the "New Altitude Map" box that appears enter the maps name, the map size, and select the maps default background color.

When naming your map, it is easiest to start with certain prefixes which will determine what kind of game mode you are making. Use 1dm_[your name] for 1-life demolition, 1de_[your name] for 1-life deathmatch, 1bd_[your name] for 1-base destruction, ball_[your name] for ball, tbd_[your name] for team base destruction, tdm_[your name] for team death match and ffa_[your name] for free for all.
For example, I just named my most recent map ball_eidum.

For size comparison purposes, the size of tbd_cave is width: 3584, height: 1280.
I wouldn't go any smaller than 3500w1200h or bigger than 4000w1500h for a normal ball/tbd map.

When you're finished click "Create."

Note: don’t worry if you don’t get these settings exactly right the first time, you can change them later. Background color can be changed with Map->Change Background Color and map size and name can be changed by right clicking the “Game” view in the View Editor box and then selecting “Configure Game”

Feel free to close out any of the windows that initially pop up. You can always open them up again by clicking on 'Window' at the top of the editor, or by pressing alt+w.


Lamsbro's guide says to add polygons to your map by selecting “Window” at the top of the screen and then click “Show Create Geom”, but that process is kind of complicated. It is much easier to manually add your own pictures directly into the map's folder and place them as sprites.

To do this, find yours map's folder by clicking C:\Program Files(x86)\Steam\SteamApps\common\Altitude\editor\ maps\[your map]\images and just drop your pictures in here.
(At least, that's the chain for me. If you can't find the folders there, try looking in C:\Program Files\Altitude\editor\maps\[your map]\images)

Anything you put into this folder can be placed as an object on the screen. When creating your assets, remember to remove the background using the magic wand in Photoshop or so your object isn't just a picture inside a white square. Be sure to save your object as a .png so it retains its background's transparent properties.

In the spirit of making a comprehensive guide, here is also Lamsbro's tutorial on adding polygons. It's a bit more difficult, though, so feel free to just ignore this part and skip straight to step 2 if you don't want to get confused. Use this method as an alternative to placing sprites for your objects.
To add terrain to your map click “Window” at the top of the screen and then click “Show Create Geom”. A "Create Geom" box should appear in your editor.
Click the White square in the Create Geom box and you should notice that the “Mode” (in the top left corner of the editor window) changes from “PREVIEW” to “CREATE_GEOM_USING_SELECTED_TEXTURE.” The White square you clicked earlier is your selected texture (i.e. no texture).
Now left click on the region of your map where you want to draw a new polygon.
A little yellow dot should appear where you clicked on the map indicating where you clicked. The pink bar at the bottom and the “Poly Editor” text in the top left inform you that you have now entered the Polygon Editor. You’ll also notice the “Poly Config Panel” has appeared. Under the “Colors” heading in the “Poly Config Panel” click the colored box next to “New Point” and select the color of the polygon you wish to draw (ignore the other color boxes, they are there to trick you).
Now left click on the map where you want to start the border of your polygon. By repeatedly left clicking you can create a series of points that represent the border of the polygon you wish to create.
When you’re done laying out the border points of your polygon just do a Right Click.
Note: even if you want to create another polygon, you still have to exit and restart the Poly Editor for each polygon


This part is super easy. Once your assets are in the correct folder, press ctrl+e to bring up a 'Select Sprites' menu of all your objects. Just click on the one you want to place

Don't panic if you cannot see your objects in the 'Select Sprites' menu. The map editor will not automatically refresh this menu, so you have to save and reload your map before anything will actually show up here.

When your sprite object is finally on the map, you'll notice it has a red outline around it. This is the object's collision border. Usually the editor does a pretty good job, but sometimes it can create jagged outlines if your object is too pixelated or hand-drawn.

If you’re not happy with the collision border, you can easily modify it by right clicking on the object and selecting 'edit hull'. Each point may be moved around or deleted. Here’s how:
- To move a single border point, left click it, drag it to a new location, and release.
- To add a new point to a line segment, left click a line segment and a new point is created.
- To select multiple points, hold right click and draw a square over the points you’d like to select. You can move or delete all of these points at once.
- To delete a point, select it and then press the delete key.

When you’re finished, press Enter or Escape to exit the Hull Editor and return to the map.

Other options available when you right click on an object are:
“Collidable” determines whether Players collide with the polygon or not
“Damage Modifier” determines how much damage a plane takes when it collides with the polygon. A value of 1 is normal and should not be changed unless you want your object to have unique properties.
“Elasticity” determines how much of a planes speed is bounced back off the polygon when a collision occurs.
“Layer” determines which polygon is displayed when two polygons overlap. The polygon with the higher layer value is displayed on top.
“Visible” determines whether the polygon is visible.
“Edit Hull” takes you back to the Poly Editor where you can make further changes to the shape and color of your polygon.

You can drag your objects wherever you want them, flip them, rotate them and proportionately stretch them by using your mouse.

Last edited by Oyster; 09-28-2014 at 12:29 PM.
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