HUMANKIND™ Map Editor Guide + Shortcuts + Building – Gameplay Info

HUMANKIND™ Map Editor Guide + Shortcuts + Building – Gameplay Info 1 - steamsplay.com
HUMANKIND™ Map Editor Guide + Shortcuts + Building – Gameplay Info 1 - steamsplay.com

Here is the manual to guide you in the map editor tool of Humankind.
 
 

I. BASICS

1. LAUNCHING THE HUMANKIND MAP EDITOR
 
 
In the Main Menu, go to “Extras”, then “Community” and “Map Editor”
 
From there, you can either:
 
• Launch the editor with the default map by clicking on “Launch Editor”
 
• Load one of the preset maps (Tiny, Small, Normal, Large and Huge size)
 
• Load a previously edited map
 
Note: in the current version of the editor, this is the only way to load a map.
 
 
2. SHORTCUTS
 
 
• Left click: Move the camera
 
• Middle click: Place a tile
 
• Right click: Pick the value of the hovered tile. Right-click on a tile and maintain the right-click while moving the mouse to duplicate the tile, you can “draw” a tile this way
 
• Mouse wheel: Zoom in/Zoom out
 
• Ctrl + right click: Select one tile
 
• Ctrl + right click & drag: select a rectangle of tiles
 
• B: Decrease the brush size
 
• N: Increase the hovered tile’s height
 
• W: Decrease the hovered tile’s height
 
• X: Increase the brush size
 
• Ctrl + Z: Undo
 
• Ctrl + Y: Redo
 
• C: Next editing mode
 
 

 
3. INTERFACE
 
 

 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - I. BASICS - 87E7DF8
 
 
1. Viewport
 
2. Tile Mode
 
3. Elevation Mode
 
4. Point of Interest Mode
 
5. Natural Wonder Mode
 
6. Landmark Mode
 
7. River Mode
 
8. Territory Mode
 
9. Visibility Mode
 
10. Starting Point Mode
 
11. Save as…
 
12. Validate
 
13. Import a heightmap
 
14. Quicksave
 
15. Undo
 
16. Redo
 
17. Brush size
 
18. Close the Map Maker
 
19. Minimize the UI (for example: to take shiny screenshots of your map)
 
 
 

II. BUILDING THE MAP

1. PLACING TERRAIN
 
Click on the “Tile” button on the menu and select a tile type (forest, prairie…). Move your cursor on the viewport and click the middle-mouse button to place it.
 
 

 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - II. BUILDING THE MAP - DACBCA2
 
 
You can also click the right-mouse button on an existing tile, hold it and move it across your map to draw this tile wherever you want.
 
You can adjust the size of your brush by moving the cursor on the top of the screen or using the B and N shortcuts.
 
 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - II. BUILDING THE MAP - 879F046
 
 
To adjust the height of your tiles and add depth to your map, select the “Height” button on the menu and a height (0 = floor level, -1 = sea level). Then hover the tiles you wish to adjust and click the middle-mouse button.
 
You can also hover a tile in the terrain, then use the W and X shortcuts to adjust the tile’s height.
 
 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - II. BUILDING THE MAP - F470D1D
 

 
 
2. PLACING A RIVER
 
To place a river, select the “River” option in the menu, then do a middle click on the map where you want the river to start, and drag it to a coast or a lake. You can connect two rivers by dragging a river to another one.
 
 

 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - II. BUILDING THE MAP - 378BFC4
 
 
3. PLACING A POINT OF INTEREST
 
To place a Point of Interest, select the “Point of Interest” button on the menu, then click on the category you wish to place: Resources Deposit or Natural Modifiers. Select the element you wish to place, hover the area where you wish to place it, then click the middle-mouse button to place it.
 
 

 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - II. BUILDING THE MAP - 98B1C35
 

 
 
4. PLACING A NATURAL WONDER
 
To place a Natural Wonder, select the “Natural Wonder” button on the menu, then click on the Wonder you wish to place, hover the area where you wish to place it, then click the middle-mouse button to place it.
 
 

 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - II. BUILDING THE MAP - 401263C
 
 
5. IMPORTING A HEIGHTMAP
 
The HUMANKIND map editor allows you to import heightmap images to automatically generate a terrain. You will need two images to do so:
 
• The heightmap itself, with clear colors or shades to define each height
 
• The palette, a reference image which will be used by the Map Maker
 
The two images must be in PNG and placed in the Documents/Humankind/Maps folder.
 
Depending on the map size, your heightmap image should have a 2:1 ratio.
 
There are 16 height levels, from –3 to 12, 0 being the first land level (-1 is the sea level).
 
 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - II. BUILDING THE MAP - BC746A9
 
 

 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - II. BUILDING THE MAP - CD037EB
 
 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - II. BUILDING THE MAP - 31FA36A
 

 
 
Colored map and palette, with only 7 levels defined, from -1 (deep sea) to 5 (mountains).
 
To create a palette from your heightmap, you can use the Humankind_Sample_Palette.png file and replace the colors by the ones in your heightmap, the fifth color being the floor level “0”.
 
 
You can simply pick the colors from your heightmap and drop them in the corresponding square on the palette.
 
 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - II. BUILDING THE MAP - B1617DB
 
 

 
 

 
Once your two files are in the Documents/Humankind/Maps, launch the editor and click on the “Import button”. The import interface is divided in two:
 
 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - II. BUILDING THE MAP - A718108
 

 
 
In the “Source” area, select your heighmap. In this example, this is the Humankind_Tutorial_Map.PNG file.
 
In the “Palette” area, select your palette. In this example, this is the Humankind_Tutorial_Map_Palete.PNG file.
 
Click on Import to complete the process. Your map should be showing in the viewport, time to customize it and make it playable!
 
 
6. CONSTRAINTS
 
Basic constraints:
 
• All the strategic resources must be placed.
 
• Luxe resources must be placed.
 
• Natural wonders must be placed.
 
Gameplay constraints:
 
• Every player must have a starting point in every version of the map
 
• Territories must follow these constraints:
 
o Not too big, not too small (roughly 50 tiles for a Continent Territory). Ocean territories can be bigger than continents.
 
o Must be flagged as a continent or as an ocean
 
o Only one global Ocean allowed, one Earth territory allowed.
 
o All “reachable” tiles (not mountains/wonder/water/ water/some POI) in a territory must be reachable from any other reachable tile without having to exit the territory. For example: a territory cut in two parts, separated par water is not a valid territory.
 
o All territories with islands must be “Ocean” territories.
 
• Ocean Natural Wonders must be placed in the Ocean.
 
• Ocean POI must be placed in the Ocean.
 
• Natural Wonders shouldn’t be cut or partly erased.
 
• No underwater river.
 
 
Aesthetics constraints:
 
• A natural wonder should be placed on a flat surface.
 
• Avoid 3-level high cliffs, as it blocks visibility.
 
• Rivers must start from a terrain and end up in a lake or in the sea.
 
 
 

III. PLACING STARTING POINTS

You will need to place starting points in your map to be able to play it.
 
For example, if you want your map to be playable up to 3 players/civilizations, you will need to place starting points like this:
 
• Place the starting point #1 for the 1-player version
 
• Place the starting point #1 and #2 for the 2-player version
 
• Place the starting point #1, #2 and #3 for the 3-player version
 
To do so in the editor, first click on “Starting Points”. The first row is the version of the map, the second row counts the number of Starting Points you placed:
 

 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - III. PLACING STARTING POINTS - D345802
 
 
Green = Good, Red = Bad.
 
So, click on the “1” button for the “1-player version” of the map, then middle-click in your map to define the starting point. After that, click on the “2” button for the “2-player version” of the map, then middle-click in your map to define first starting point and a second time for the second starting point, etc.
 
 
 

IV. ADDING TERRITORIES

To add territories, we recommend you to zoom out to have the aerial view of the map.
 
Adding territory is done in three steps:
 
1. Creating each territory’s area
 
2. Defining each territory’s biome
 
3. Indicating, for each territory, if it is a “Continent” or an “Ocean” territory
 
You will need to define territories for the entire map, and these territories must not be too small or too big.
 
Click on the “Territory” button, then, when you are in the “TerritoryArea” map, you can draw territories on your map by clicking on the middle mouse button. Every time you click, you create a new territory, which has a different color.
 
 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - IV. ADDING TERRITORIES - 665474C
 

 
 
You can expand a territory by right-clicking in your territory, maintaining the click and dragging your mouse where you want to expand it.
 
The index of the current selected territory displayed in the tab:
 
 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - IV. ADDING TERRITORIES - 9BA8C0A
 

 
 
To determine which biome applies to each territory, zoom in back to a closer view of your map. Click on the “TerritoryBiome” tab, then select a biome and middle click on the territory you wish to apply this biome to.
 

 
 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - IV. ADDING TERRITORIES - D3DB58B
 
 
To define the territory type (Continent or Ocean), zoom-out to have a global view of your map, select the “ContinentAndOcean” tab, then select the territory type (Ocean, or Continent) and middle-click on the territory to define its type.
 

 
 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - IV. ADDING TERRITORIES - 944A6CB
 
 
 

V. VALIDATING YOUR MAP

To validate your map, click on the “Validate” button on the top of the interface.
 

 
HUMANKIND™ Map Editor Guide + Shortcuts + Building - Gameplay Info - V. VALIDATING YOUR MAP - 1DA3120
 
 
• Map Entities Pass validates that all the Starting Points are correctly set
 
• Territory Pass validates that all Territories are correctly set, in terms of size, accessibility and type
 
 
Note: the error message concerning territories is sometimes misleading, saying that “One of the Ocean territories contains more continent than water”, when it’s the opposite (a Continent containing too much water). It will be fixed soon.
 
The rules are simple:
 
• An Ocean territory must contain at least 50% of water tiles.
 
• A Continent territory must contain at least 50% of continent tiles.
 
• A Continent territory should be roughly 50-tiles big.
 
 
 

VI. KNOWN ISSUES

We have identified some issues with this early version of the editor. We will improve the tool following its release.
 
• The “Close the editor” button closes the game too
 
• The “W” and “X” shortcuts are hard to use on a QWERTY keyboard, they will be replaced by other shortcuts in a future version
 
• The “Visibility” tool will fully useable later
 
• The “Landmark” tool has a UI bug when typing the name of the landmark
 
 

By R3p0rt0laf

 
 
This is all for HUMANKIND™ Map Editor Guide + Shortcuts + Building – Gameplay Info hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
 


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