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TECHNICAL MANUAL // 01

Getting Started

Creating a project, uploading a map image, and the editor layout

Creating a Project

Open the editor from the home screen and tap New Project. You’ll be prompted to upload a map image — this is the background that players will see during a game. The image must be a PNG or JPEG between 1080 and 3840 pixels on each side, and no larger than 10 MB.

Choose your image carefully. It defines the visual identity of your map and the canvas you’ll place territories on. Satellite imagery, hand-drawn landscapes, stylised illustrations, and abstract patterns all work — the editor doesn’t impose an aesthetic.

Once uploaded, the image is stored locally and you’re dropped into the editor.

The Editor

The editor is divided into two areas: the canvas on the left and the panel on the right.

The canvas shows your map image with territories, connections, and overlays rendered on top. You can pan and zoom to navigate. All placement happens here — double-tap to create, drag to connect, and interact with nodes directly on the map.

The panel contains five tabs, each controlling a different aspect of the map:

TabNamePurpose
1TerritoriesPlace and edit nodes, set names and sizes
2BonusesDefine bonus zones and assign territories
3SpawnsPaint starting positions for each player
4SettingsMap identity, image, naming theme, player count
5SaveValidate, save locally, and publish
The editor panel showing tab navigation
The editor panel with five tabs. Territories is selected by default.

Workflow Overview

The typical authoring flow follows the tabs in order:

  1. Place territories on the canvas and connect them
  2. Define bonus zones to reward players for holding regions
  3. Paint spawn groups so the game knows where to place each player
  4. Configure settings — name the map, set player count, choose a naming theme
  5. Validate and publish when everything checks out

You can move between tabs freely and revisit earlier work at any time. Nothing is final until you publish.

A read-only map viewer is available from the Save tab — it renders your current draft the way players will see it in-game, with proper zoom clamping and bonus visuals. See Validation & Publishing → Preview Before Publishing for how to use it for playtesting.