The first decision is not terrain, it is the player layout. Every trigger runs as somebody, so changing who is who later means revisiting all of them.
| Human | A slot a person occupies. Left empty in the lobby, that slot simply is not in the game. |
|---|---|
| Computer | A slot the map owns - mobs, bosses, drops and neutral buildings live here. |
| Rescuable | Neutral, but handed over when a player interacts - used for units meant to be claimed. |
| Neutral | On nobody's side; mostly decorative units. |
- 1Create the map and pick a size and tileset. If you need wide areas or several zones, 128×128 or larger is comfortable.
- 2In Map → Player Settings, set each slot's type.
- 3Split the forces. Putting every human in Force 1 lets one trigger address them all.
- 4Name the forces. The names show in the lobby, so they double as a place for team names or a line of guidance.
- 5Place each player's start location.
A common layout is humans on P1-P7 and the computer on P8: mobs, bosses and drops all belong to P8, so a trigger can address “the enemy” in one go. The same layout carries into EUD, where index 7 of the player loop is exactly that P8.
If you intend to write your own victory conditions, switch the default ones off. Otherwise a player who loses their units is defeated independently of your triggers and drops out of the game.
