Old School Runescape How To Open Map?
Use – A player viewing the fullscreen world map. To access the world map, the World map button located on the Minimap must be clicked. You can either open the floating map (default left click) or right click the map icon and select fullscreen for the same map in fullscreen mode.
Doing this will change the game screen into the world map view. ( Note: The fullscreen world map view cannot be accessed during combat or certain other activities.) This version of the map is dynamic. Players can search it using keywords, quickly move from one location to another one, view the “Key” list where all of the icons are explained and can be clicked to reveal all of the locations of the certain icon.
The dynamic map may also be zoomed, depending on the player’s preference. While the fullscreen map is displayed, your character will appear to be looking at a scroll of parchment, presumably containing a map on it. This should prevent other players from assuming you are not paying attention to them.
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Contents
How do I access my map in Runescape?
Use – To access the World Map, the “World Map” button located on the Minimap must be clicked. Doing this will change the game screen into the World map view. World map view cannot be accessed during combat nor certain other activities. This version of the map is dynamic.
- Players can search it using keywords, quickly move from one location to another one, view the “Key” list where all of the icons are explained and can be clicked to reveal all of the locations of the certain icon.
- The dynamic map may also be zoomed, depending on the player’s preference.
- As of 9 November 2009, other players can now see that you are busy looking at the world map.
While the map is displayed, your character will appear to be looking at a scroll of parchment, presumably containing a map on it. This should prevent other players from assuming you are paying attention to them. A player reading a world map.
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How do I enable minimap in Runescape?
Press and hold the compass next to the home screen – then click toggle map. The map may “randomly” close, but majority of the time its due to it being a swipe function. If you click on the compass and swipe right, it will close it. If you swipe left when its closed it will open it.10-Mar-2019 01:05:59
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How do you click on a map to walk in Runescape?
Walk here The “Walk here” option is available to as an alternate means of moving about the game world. By right clicking, a player will see a list of options that are available at that present time. If ‘Walk here’ is selected, the player will move to the position the cursor was in when the option was selected.
If two mouse buttons are selected, left clicking a position makes player walk there, as they would right clicking and selecting. If the player does not want to click on the game, they can click on the, which uses up less clicking overall, and moves the character farther per click than the ‘Walk here’ option.
: Walk here
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How do I set up minimap?
Rendering to Unity UI – To do that we will require a Render Texture, You can easily create one by choosing Assets -> Create -> Render Texture from the main menu. Create and rename it to Minimap Render Texture, Now select Minimap Camera and in the Inspector assign Minimap Render Texture to Target Texture field. If you will try to launch the scene you will notice that Minimap Camera picture is nowhere to be seen. The result image is now hidden in our newly created render texture. Let’s now create a Canvas to add UI elements on it. Choose GameObject -> UI -> Canvas and you will be able to find one on your scene. Canvas would require a Raw Image to use Render Texture on it. Select GameObject -> UI -> Raw Image, rename it to Minimap Image and in its inspector assign Minimap Render Texture into a Texture field. It will result with a Unity UI element that now renders Minimap Camera image in it!
Now let’s make it round. For this purpose I made a simple mask texture: Create a new Unity UI image, add Mask component to it, set our new mask texture to Source Image inspector field, and make Minimap Image a child of our Mask, (Tip: disable Mipmaps for mask textures to get a better visual effect).
This setup will make our minimap look like this:
White minimap on white background will not look so good. Let’s add a border image over it:
To make moving it around simpler, I’ve grouped everything under empty game object called Minimap,
Finally let’s move our new minimap to top-right corner of the screen.
Looks nice, doesn’t it? But it is still not a valid minimap just, it’s a camera rendering game from the top. If you’re familiar with layers then most probably you know what I will do next!
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How does minimap work?
Fog of war – In many games using a mini-map, the mini-map begins completely blank, while the map is automatically drawn as the player discovers new areas of the game world. After players discover new areas, the terrain of the discovered area often remains visible on the mini-map.
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Is RuneScape only point and click?
The Game controls are the methods by which the player interacts with the game. In RuneScape, controls are mostly point-and-click, though the context menus (usually obtained by right-clicking the mouse) will almost certainly be necessary, and keyboard controls will be very useful. A player walking via clicking The basics of the game controls are covered in the tutorial, which all new players must complete before gaining access to the main game.
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How do I view tasks in RuneScape?
“Task” redirects here. For the process of killing monsters assigned by a Slayer master, see Slayer assignment, A pop-up displayed to a player completing an achievement Achievements (previously known as Tasks and Achievement Diaries ) are standalone challenges which players may complete in order to earn rewards. The achievements system consists of achievements grouped under the categories listed below.
Each category may contain subcategories and those subcategories may contain subsubcategories. There are 8 categories, 142 subcategories, and 38 subsubcategories. There is a total of 3,203 achievements in RuneScape, of which 14 are hidden achievements that have their details hidden until achieved and of which 69 are hidden achievements that have their details hidden until the previous achievement in the chain is achieved.
To access the achievements system, players can click on the Hero icon in their interface, In Legacy mode, players need to click the Settings icon to access this. Doing so will bring up the Hero interface. By opening the achievements tab, a player can view an overview of the achievements (including the Path System ), list of all achievements, and a tracker for achievements.
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How many hours is 99 RuneScape?
How Long it Takes to MAX in OSRS What’s going on guys! My name is Theoatrix, and today I am bringing you guys an awesome article about how long it would take to max your account on Old School Runescape. Basically, I am going to go through all of the methods, and all of the skill where you would be getting the optimal XP rate per hour. As most of you would know, level 99 is 13 000 000 XP in total. There are 23 skills in the game, and obviously there are so many methods for each skill. But, I am going to try to go off the averages, and the most common methods used. Combat Skills: Getting right into it, first up are the combat skills, which take approximately 150 hours per combat skill to max,
That is going off about an 80 000 XP rate per hour from level 1 – 99, which is kind of correct. Obviously, your rate of training for Melee skills is highly dependent on your Strength level, So, it is advised to train that up to 99 first. Now, also, Hitpoints will be done automatically, so, that can be discounted from the total hours counted.
Also, another thing I need to note is that you can train Slayer while you train your combat skills. So, I am going to take that into account into the final calculation. Ranged: Next up, we have Ranged, which takes about 70 – 90 hours to max, depending on the method. Now, this is form using cannons, chinning, knives, blowpipes, and all the regular methods. That will all add up to about 70 – 90 hours to get to level 99. Prayer : Now, Prayer, being one of the fastest skills in the game, will only take you 20 – 30 hours to max out. Magic : Next, Magic is going to take you about 80 – 100 hours, depending on the method you use, and it can take up to about 120 hours if you are doing stuff like Alching or Splashing, But, the fastest method would have to be Bursting in the Monkey Madness Caves. Cooking : Cooking only takes about 20 – 30 hours to max, and the fast method at the moment is only 1 GP/XP, which is making wines, That can get you about 500 000 – 600 000 XP per hour, which is unbelievably quick. Firemaking : Firemaking takes about 30 – 40 hours, and entirely depends on your focus of the game. So, it may take a bit longer than 40 hours for some players, depending on how much you are watching the game. Fletching: Now, Fletching is another one of the really fast skills in the game, and it is really good money as well actually. So, it is only going to take you about 30 – 50 hours to get to level 99. Obviously, that really depends on the method you use. You can get Fletching to 99 in only 10 hours if you use darts. But, that is really, really, really expensive. Fishing : Now, Fishing is one of the slower skills, which is going to take you about 150 hours to get all the way to level 99, A thing I need to note here is that you will be training Agility and Strength if you do Barbarian Fishing at Otto’s Grotto, This might take a couple of hours out of Agility, but it is really not going to do a lot. Crafting : Crafting is going to take you approximately 40 hours, and can be shortened to about 20 hours if you are cutting gems, which are super quick. Mining : Now, Mining is a super slow skill, and that will take you about 150 – 170 hours to get all the way to level 99. Smithing : Smithing is next, and that is about 50 – 70 hours, entirely depending on the method that you are using. Platebodies are really fast, along with Blast Furnace,
- But, things like Darts, where you make money, are not quick at all.
- Herblore: Now, Herblore is another one of those relatively quick skills, which is only going to take you about 40 – 50 hours to get all the way to level 99,
- But, the more expensive methods will get you to level 99 faster, as with most skills.
Agility: Agility is a doozy, and will take you about 200 hours to get all the way from level 1 – 99. Getting to level 99 Fishing using the Barbarian Fishing will get you about 1 000 000 XP with 99 Fishing. So, that can take 1 000 000 XP out of the 13 000 000 XP away.
- But, that is really not a lot in the grand scheme of things.
- Thieving: Thieving takes about 60 hours to do,
- But, this is a click intensive skill, which most people don’t enjoy.
- But, I think it’s quite enjoyable since the XP rates are quite high.
- Slayer: Now, for the longest skill in Old School Runescape, but probably the most enjoyable in my opinion, is Slayer,
This can take you 400 – 500 hours to get all the way to level 99, depending on where you are training and what tasks you are doing. If you are using a cannon, things like that. Runecrafting: Runecrafting is another really, really slow skill, in fact it is the second slowest in the game.
It takes 210 – 230 hours to get to level 99. Farming: Farming is one of the fastest skills, probably almost the fastest, takes 15 hours to get to level 99 through tree runs, Now, obviously it is not going to be 15 hours in one hit. But altogether, the total time that you take to do a tree run every single day will add up to about 15 hours.
Woodcutting: Woodcutting is sort of slow, and this is going to take you about 100 hours to get to level 99 doing the best tree that you can. But, you can probably lower that down to about 90 hours if you are using maples or willows all the way through to level 75 and above.
- Hunter: Hunter takes around 110 hours to do, and in my opinion, it is probably the most tedious skill.
- I don’t know what it is about Hunter, but, I just don’t seem to enjoy it very much.
- Construction: Construction is super-fast and takes only 20 – 30 hours, highly dependent on what method you are using.
Mahogany tables are the fastest, and oak dungeon doors are sort of quick. But, mahogany tables obviously take the prize. Altogether, it really depends on what method you are using to train each skill, I calculated that if you are using the fastest methods for each skill, you can max in only 1700 hours in total.
- But, the average player is going to take more or less 2300 – 2500 hours,
- This is because that accounts for making money, buying supplies and all that kind of stuff.
- I have also taken into account that you can train Slayer while training Combat, and the Agility with Fishing.
- But, it is still over 2000 hours to get to Max level.
Thank you for reading this article. If you did enjoy it, give it a thumbs up, and subscribe if you want to see more Old School content. If you have any questions, or if you don’t agree with me on anything, I am happy to discuss them in the comments section below.
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How many hours does it take to 100% RuneScape?
Extreme 23.8% Retirement
Platform | Polled | 100% |
---|---|---|
PC | 56 | 4530h 33m |
Do more people play RuneScape 3 or old school?
RuneScape 3 vs. Old School RuneScape – But I should back up, what’s the difference between these two games? OSRS manages an active player base of between 70,000-130,000 on an average day while RS3 manages just around 20,000-50,000. RS3 is the original RuneScape that has been running since the release of what is known as RuneScape classic back in 2001.
- OSRS is now a separate game that was created from a server backup of the 2007 servers.
- This era is referred to as RuneScape 2, and became this title when the game switched from 2D to 3D.
- This was following a huge poll of around 500,000 people who wanted the old school versions of the servers to be released.
The game was released on Feb.22, 2013. Since then, all additional content made by Jagex, the company that develops RuneScape, must be polled and pass by a 75% majority to be added to the game.
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Why can’t i open my map?
When your Google Maps app isn’t working, try these fixes to get to your destination. Shutterstock
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Why can’t I get my map?
Part 5: Hottest Questions Related to Google Maps Not Working – 1. How to fix google maps not working Samsung? If you have any issues with Google Maps on a Samsung device, close the application and open it again. If the problem persists, clear the cache data in settings > application and restart the device.2. How to fix google maps not working chrome? Launch the Google Chrome browser, click on the menu icon, and select settings. Click on the option “Reset and clean up” and tap on “Restore settings to their original defaults on the right side. This will probably fix the issue and delete the temporary files causing the problem.3. When was Google Maps 2023 updated? The latest update to Google Maps began rolling out on February 24, 2023.4. How do I fix Google Maps with GPS? The calibration of your location can be significantly affected by the GPS configuration of your smartphone. Google Maps may use other technologies to obtain better location data, so be sure to keep the app up-to-date.5. How do I connect Google Maps to my car Bluetooth? To connect Google maps to car Bluetooth. Step 1: On your smartphones, Launch the Google Maps application. Step 2: Click on your profile picture or initial Account Circle > Settings and Navigation settings. Turn on Bluetooth to connect your car.6. Why isn’t Google Maps connecting to my car? There may be a problem with your Bluetooth connection on your phone or in your car. Restart both Bluetooth devices after you have turned them off. If that doesn’t work, try removing your car from your phone’s Bluetooth settings and starting it again. Note : There is a possibility that Bluetooth could be interfered with if the Google Maps cache memory is full.
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Why my map is not working?
How to fix Maps when it crashes If the Google Maps app on your phone or tablet crashes or has other issues that affect your experience on Maps, try the following steps:
- Update Google Maps.
- Clear storage in the Settings app on your device.
- To use the most recent app features, download the latest version of the Google Maps app.
- If you’re to your Google Account, update the Google Maps app directly from the Play Store.
If you’re not to your Google Account:
- On your Android phone or tablet, go to the Maps app in the,
- Tap Open in Play store app.
- Avoid tapping “install” or you’ll be redirected to a sign-in screen that doesn’t allow skipping.
- You’ll be prompted to sign in.
- At the top right, tap More Updates,
- Find “Map – Navigate & Explore”, then tap Update,
Start here, then finish the process on your device.
- On your Android phone or tablet, open the Settings app,
- Tap Apps & notifications,
- Follow the steps on your device to find the Maps app.
- After you select the app, storage & cache options should be available.
- Clear cache: Deletes temporary data.
- Clear data storage: Permanently deletes all app data.
You can usually clear an app’s cache and data through your phone’s Settings app. Check out some examples of the device specific steps. The actual steps may differ depending on your device model. For more info,,
- Go to device Settings Apps.
- Select Maps app.
- Tap Storage Clear data,
- Go to Settings Apps.
- Select Maps app.
- Tap Storage Clear data,
- Go to device Settings Apps.
- Tap on Apps again.
- Select Maps app.
- Tap Storage Clear data,
- Go to device Settings App Management.
- Tap Show system processes,
- Select Maps app.
- Tap Storage Clear data,
- Go to device Settings Apps.
- Open “Manage apps” tab.
- Select Maps app.
- Tap Storage Clear data,
- Go to device Settings Application Manager.
- Select All in tab’s menu and choose Maps app.
- Tap Clear data,
- Go to device Settings Apps & notifications.
- Tap See all apps Maps Storage and cache Clear cache,
If you continue to experience the issue,, : How to fix Maps when it crashes
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How do you open a dungeon map?
Dungeon Map – Location: Inside treasure chests Each dungeon (except the last one) contains one Dungeon Map. Though it is not necessary to complete the dungeon, this map helps to fill in the blanks by displaying rooms you haven’t explored yet. Access the dungeon map by pressing D-Pad up.
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How do I view paths in rs3?
“Path System” redirects here. For the older system, see Path, Achievement Paths interface Achievement Paths were released on 18 April 2017, It can be found under the summary in the Achievements tab in the Hero interface, and can be undocked and moved elsewhere if desired. It directs players towards goals that require multiple smaller steps to complete.
There are variety of different path books, the main one accessible to all players, and area themed ones for Tutorial Island and Burthorpe for new players that serve as a tutorial, Most paths do not give any rewards other than those already given by individual path achievements, but some in the area path books do.
Most path achievements do not necessarily need to be completed in the order they are shown in, but most those in the area path books do.
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Where is map link?
Liurnia North Map – Elden Ring Wiki Guide – IGN The Liurnia North Map is found directly next to the Academy Gate Town site of grace, at the south end of the ruins in the middle of the lake, and is one of the many found throughout Elden Ring. advertisement Map of Liurnia’s northern region. You can find the Limgrave North Map at the South Entrance to the Academy Gate Town, by the flooded roads leading to the Academy of Raya Lucaria. You can check out our full for even more locations.
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How do I open warlord map?
Getting Started This guide is intended as an introduction to the basics of making maps with the Stronghold Warlords Map Editor. It is worth looking through before you begin creating maps as it will help you avoid common pitfalls people encounter. In particular, the Landscape section contains information that will save a lot of trial and error when testing out your maps.
To open the Stronghold Warlords Map Editor, open your Steam client, click on Library and then Tools from the dropdown list. The map editor will appear in the list there. When you open the editor, click File then New in the dropdown. You will be prompted to pick a map size. Small is best to start with, as larger maps take exponentially longer to finish.
You can move the camera around by:
Left clicking and dragging, to “pull” the map in different directions Right clicking and dragging, to rotate the camera around the point it’s aiming at on the ground Scrolling the mouse wheel, to zoom the camera in and out.
If you ever lose track of where the camera is you can reset its location by selecting Tools, then Reset Camera. All the different tabs used to shape and edit the map that you see on the left (e.g. Buildings, Texture, Resources) are contained in the overarching Tools tab.
Next to it in the bottom left corner of the window is the Objects tab. This is empty at the start, but once you begin to populate the map it will show a list of all the entities in it. This can be helpful when you want to select a particular object without searching through the whole map for it. On the right edge of the main window there is a collapsed Object Properties tab.
This can be ignored most of the time but for some particular objects, such as Sound Emitters, you will need it. Editing the map or placing any kind of entity in it is done with a left click. With the Units or Buildings tab opened, multiple entities can be selected by Shift + left click (and hold) and dragging the mouse to create a selection box.
- Once you’ve started editing a map, you will need to close the map editor and reopen it if you want to work on a different map.
- Landscape Roughly carving out the landscape is a good place to start when building Stronghold Warlords maps.
- Under the Landscape tab you’ll find both Freestyle and Plateau sub-tabs.
The heights in Stronghold Warlords are based around a “plateau” system of several fixed landscape heights. In Warlords, walls can be placed along slopes allowing them to follow the dips and rises in the landscape. However, range bonuses are still calculated based on how many plateaus up a unit is compared to its target (rounded down to the nearest half plateau). Leaving your map completely flat is absolutely an option, but if you plan to include any raised playable terrain at all then you should use the Plateau tab to mark out the different heights before adding more detail with the Freestyle tab. Plateau heights are painted with a left click, the same way as landscaping freestyle.
Be careful with rivers inside player estates: if your terrain slopes down into a river it may be impossible to completely wall it off. The land below stone, iron and saltpetre deposits should also be kept flat, to ensure buildings can be easily placed atop them. It’s worthwhile experimenting with the different brushes when it comes to finding a landscape style you like.
The Circle brush is very useful with freestyle editing. It helps you get the sharper, more defined edges you’d expect to see on cliffs. Noise brushes help to roughen up rocky areas. Smooth brushes work well for hills and slopes, etc. Get Started : To help new map makers get started, we’ve included a set of 4 landscapes, which are the base of the official campaign maps, to download via the Steam Workshop.
- You can subscribe to them all here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419500502 Factions The Factions tab is for placing spawn points and drawing estate lines.
- To paint an estate area, select that estate in the list then left click in the map over the areas belonging to that player.
Select Create Spawn Point then left click where you want the keep to appear for the currently selected player. If your map is being used for a mission rather than a skirmish or freebuild, you can place keeps using the Buildings tab, instead of spawn points. Don’t end estate boundaries just before cliffs – players will get annoyed they can’t build walls up to the cliff! Note: Be sure to paint estates fully, and not leave small tiles dotted around the map as this can create issues! Think about how much wall players will have to build to enclose their keep. If you give them a whole corner of the map, they’ll only need to build walls along two sides of it. If they’re connected to the other estates by just one or two small chokepoints, they’ll be able to build up thick layers of wall and it’ll be a very defensive map.
- Also consider rectangular estates surrounded by warlords on all sides.
- This map style forces players to wall off their keep on all four sides (and build something that actually looks like a castle!).
- It makes defending more challenging but estates can still be large.
- If your map is balanced, estates should be the same size.
Turning on grid or fine grid lines makes it easier to measure them. Spawn Points Spawn points are used to mark out the starting positions in skirmish and multiplayer games. Select a spawn point and you will see a keep with a white square around it, which represents the smallest area required for the AI to build their castle. This will turn into a black box if the space is disrupted, and the AI will not build their castles correctly. Pathing tiles, changes in height and trees will all block off AI castles. Generally you want as much space around spawn points as possible, as this increases the variety of castles the AI can build there. Warlord Estates Adding Warlord estates to your maps is a straightforward process. First, go to the Factions tab and select one of the Warlord Estates. You can then paint the estate onto the map as you would any other. Next the estate needs a keep. This can be done by selecting ‘Create Spawn Point’ and then placing the keep within its respective estate. The second red box around Warlord spawn points is used to show the radius needed for Tiger Warlords to place a siege camp using their “Build Siege Camp” edict. All that is required is a 6×6 space between the white and red boxes to be free so that this edict can be used.
If you want to place town buildings for the Warlord (such as houses and work buildings) rather than have the warlord place them automatically, you should uncheck the “Builds Town” checkbox in the Factions tab. This will turn off any town building for that Warlord. If you want to give the Warlord a pre-built castle, you should place down a warlord keep in their estate instead of a spawn point.
However, this will mean that certain edicts, namely Upgrade Castle, will not be available to this Warlord. If you want Warlords to start with a keep, build their own towns and have upgradable castles, you should make sure the ‘Builds Town’ checkbox is checked, use a spawn point instead of a keep and make sure there are no buildings or other obstacles within the white/black box around the spawn point. While painting textures with the grid turned on, you will notice lines dividing the map up into segments. These segments are important to keep in mind while texturing, because you cannot have more than eight textures in a single segment. Any more will not be visible in the final game. Trees: Bamboo trees are found under the Wood sub tab. Iron, Stone and Saltpetre: All of these can go just about anywhere. Surrounding them with stone, rock or dirt textures helps give them some context. Always keep the ground underneath them completely flat, otherwise it may be difficult to place mines and quarries on them. Water is an excellent way to bring colour and a hint of life into your landscapes. Under the Water tab there are sub tabs for Sea, Rivers and Ponds. Ponds and rivers are both painted on to the landscape, while seas cover the whole map at the height you specify.
Be careful when adding water inside player estates. You may make it impossible to enclose walls if the land sloping up from the water is left pathable, resulting in a frustrating experience for the player. Decoration Under the Vegetation tab, you can use sub tabs to add Rocks and Shrubs to your maps. Shrubs are particularly good around ponds and densely packed trees.
They give a sense of concentrated life in the area and also increase the lushness of green spaces. The Bamboo Canopy is great for quickly making lush, dense forests around the edges of the play area. Stones and boulders found under the Rocks tab. Like other decorations they work well in clumps. Beware that just placing them does not give them a pathing footprint. This means if you don’t want buildings placed on them, or units walking through them, you’ll need to manually add pathing tiles underneath them. Underneath the main Buildings tab there is an Editor-Only Objects sub tab with a Cliffs category listed. Here you will find a selection of columns inspired by the breathtaking landscape of Zhangjiajie, China. Units and Buildings Units and buildings both have dedicated tabs to select and place them. If you are building a mission you can use them to populate the map. By default all units and buildings will belong to the estate they are placed on, you can change this by moving the mouse over the Object Properties, click on the Estate dropdown and selecting the desired estate.
Decorative buildings such as ruins and signs are listed in the Editor-Only Objects sub tab. Camera Grid The camera automatically moves with the shape of the landscape but you can change its height, along with how much it clings to the ground in this tab. If your map has hills or dips but only a flat playing ground, tweaking these can make moving the camera around the map feel smoother.
You can also add a starting camera sequence if making a custom mission by adding several nodes for the camera to move between. To add each node click Add Node when the camera is in the desired position and setting a pan duration (from the previous node to that node) and a duration to hold the camera on that position. Click on Tools, then Edit Scenario to open the Scenario Editor. Here you can control map type, starting goods, availability of buildings and units, events, mission briefing and warlord settings. Map Type: Here you can select the kind of map you are building. This will affect where the map appears in the game. Starting Goods: Specify the amount of resources for the player to start with. These will be overridden in skirmish and multiplayer games.
Availability: Select which units, buildings, tradeable goods and tools are available in the map. These will not be overridden in any game mode. Events: This is where you can add all of the various triggers and effects that make missions interesting. Click Create New Event to open the event editor. There are boxes both for Conditions and Actions.
You can leave the condition box empty to make the action occur in all circumstances on the day specified. Both sections have long dropdown lists to use in your missions. Some of these use map markers, which you can add separately from the main Markers tab. The Pathing tab controls all of the pathing tiles that get painted on the map. Painted tiles cannot be walking on by units, nor can buildings be placed on them. Use the auto generation to make a rough outline of the pathing area, but take a manual pass as well.
The tiles generated by height and inclination may cover over slopes you want to be pathable. As mentioned before, be careful with slopes and cliffs inside player estates. If pathing tiles do not sufficiently cover the edge of a cliff or hill, players may leave gaps at the edge of their wall, thinking they have completed it.
Also be sure to cover any large rocks and boulders with pathing tiles. Sounds Under the Sounds tab is a list of all the sound effects you can add to your maps. These can be selected and placed in the map like any other object. The volume of each sound emitter at a given distance is represented by the two green circles surrounding it when it is selected.
The inner circle is the area inside which the sound is at full volume. The outer circle marks the point at which the sound is no longer audible. Different emitters fade away at different rates as you move the camera away. By default each sound emitter you place will emit from a single point. To make it emit across a wider area, go to its Object Properties and set Emit from region to True.
You will now see a white box around the emitter and the green circles will move as you move the camera. The sound effect will now be heard everywhere that can be covered by the green circles. You can change the size of the emitter region by editing the x and y Scale values under Object Properties.
You can also rotate it using the Rotate tool or with ctrl + mouse wheel. The emitter radius is 3D, which means the height of the emitter will affect how loud it sounds in game. Generally, river and sea emitters should be placed at the water surface level while wind emitters should be about camera level.
Most of the map should be covered with at least one emitter. Balancing Skirmish Maps In a balanced skirmish map, all players should have the same amount of space and resources inside their estates. Each time you save the map in the editor you will get a Save Log, which lists the amount of free pathing tiles and resources in each estate. You can share your map with the other players using the Steam Workshop. Once you’re happy with your map, and have saved it (it will always publish the last saved version of the map), click on the Publish to Steam Workshop option in the File menu. This will open the publishing window.
Before publishing for the first time, you should view the Workshop terms of service. If these have not been accepted using your Steam account, your items will not be visible to other players. The next step is to enter a name and description for the map. These will appear to any players looking at your item in the Workshop, and also the title will be used to identify the map in the game itself.
Then you should select whichever tags (if any) you feel apply to your map. Players can use these tags when browsing the Workshop to filter the items shown to just those they are interested in. It’s a good idea to just stick to appropriate tags (rather than ticking them all).
It should be noted that the size and type of your map (freebuild, mission or skirmish/multiplayer) will automatically be added as tags. Finally you can set whether the items will be visible to everyone, or just to people on your Steam friends list. Once you are happy with all of the details of your map, click the Publish button to start the publishing process.
This will upload your map to the Steam cloud, and then publish it in the Workshop, which can be accessed either through the Steam client or an internet browser. Once the process is complete, the item’s page will open in a browser window and you can check whether you are happy with it.
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