The map tree — folders, nesting, drag and drop, multi-select, bulk property edits, per-map palettes, renaming, and the keyboard.

Organizing Your Maps

Every map in your world lives in the map tree, the panel down the left of the zone editor. It is where you create maps, group them, nest them, reorder them, and open them. This page covers how to keep a growing world tidy.

Where to author it: the zone editor (Zones in the left navigation) — the panel on the left, under the search box.

Folders vs nested maps

There are two different ways to put one thing "inside" another, and they mean different things.

What it isUse it for
FolderAn editor-only container. Players never see it, and it has no effect on the gameGrouping — "SkyFall", "Dungeon Rooms", "Not finished yet"
Nested mapA real map that belongs to a parent mapInteriors and sub-areas — a tavern inside a town, a cave inside a forest

A folder can hold maps and other folders, as deep as you like. A map can hold other maps the same way.

Moving things around

Drag a row and drop it. The tree shows you exactly where it will land before you let go:

  • A line between two rows — it will be inserted there, and that order sticks. Sibling order is yours to author; it is not alphabetical.
  • A highlighted row — it will go inside that folder or map.
  • Nothing highlighted, and the drag chip turns red — that drop isn't allowed. Hold still for a moment and the tree tells you why.
Two conveniences worth knowing:
  • Hover a collapsed folder while dragging and it springs open after half a second, so you can drop into something that wasn't visible when you started.
  • Drag near the top or bottom edge of the panel and the list scrolls itself.
To take a map back out to the top level, drop it on the empty space below the last row.

Selecting more than one

  • Click — opens the map and selects it.
  • Ctrl-click (⌘-click on Mac) — adds a row to the selection without opening it.
  • Shift-click — selects everything between the last row you clicked and this one.
Then drag the whole selection at once, delete it in one go, or edit its settings together. The chip that follows your cursor counts what's coming with you.

If you select a map and one of its children, only the parent moves — the child is already travelling with it.

Editing many maps at once

Turning nine dungeons Full Loot one map at a time is nine trips through Map Properties. Select them instead and do it once.

1. Select the maps — Ctrl-click each one, or Shift-click a run of them. 2. Click Bulk edit at the bottom of the tree, or right-click the selection and choose Bulk Properties (N maps)…. 3. Tick the setting you want to change. Anything you leave unticked is not written at all, so each map keeps its own value. 4. Set the value, then press Apply to N maps.

The strip along the top lists every map that is about to change, so a stray Ctrl-click is visible before you commit.

What you can set

SectionSettings
Gameplay RulesPvP rule, zone type, level range (min and max), tier, free crafting-station placement, interior map
PopulationPopulation mode, social-hub crowd threshold, combat-zone player cap
AudioBackground music and its volume, combat music and its volume, ambient sound
VisualsPalette biomes, palette object categories, default biome, parallax background, scroll type, auto-scroll X/Y, loop X/Y, show in editor
NotesDescription

Names, sizes, tree position and map content are deliberately not here — those are what make each map itself, and setting them all to one value would flatten the selection rather than configure it. Rename in the tree with F2 instead.

Gotchas

  • A row marked "mixed" means the selected maps do not currently agree on that value. Ticking it overwrites every one of them with what you set.
  • Typing in a row ticks it for you. Nobody edits a value they do not want applied.
  • Text fields apply what's there, including empty. Ticking Combat music with an empty box clears the combat track on every selected map — which is exactly how you remove one in bulk.
  • Description replaces, it does not append.
  • Nested maps are not included. Bulk edit changes exactly the rows you selected; a child map inherits its parent's rules when it is created, not for life. Select the children too if you want them changed.
  • Folders and the selection's structure are ignored. Only map rows are edited.
  • The level range fixes itself if you invert it. A min above the max is swapped rather than saved, because an inverted band silently stops every spawn rule on the map from matching.

Choosing what a map's palettes offer

By default every map's palettes list everything in your world — every biome in the tile palette, every object category in the object palette. On a project with twenty biomes and forty categories, painting a cave means scrolling past every desert tileset and every piece of ship rigging you own.

Where to author it: the zone editor → open a map → Map PropertiesGameplay Rules, under Default Biome. There are two pickers:

PickerNarrows
Palette biomesThe tile palette's biome list
Palette object categoriesThe object palette's category list

1. Tick what this map is actually made of. 2. Save. The palettes on the left now list only those.

Each palette says so when it is hiding something — "3 biomes hidden by this map's palette" with a Change link straight back to Map Properties — so a shortened list never reads as a lost catalog.

To do it across many maps at once, select them in the tree and use Bulk editVisuals, which has a row for each.

Rules worth knowing

Both pickers work the same way:

  • Ticking nothing means everything. That is the neutral state, not an empty palette, and it is what every map does until you say otherwise. Show all clears the selection and puts everything back.
  • Uncategorized always shows. Tiles filed under no biome, and objects filed under no category, belong to no bucket you could pick — so hiding them would strand them.
  • The built-in Grassland tile set is a normal bucket. Pick it like any other biome; leave it out and it hides like any other.
  • This only changes the palettes. Nothing already painted or placed on the map moves or disappears, and the game is not affected at all — these are authoring filters, not world settings.
  • Watch the default biome. If your map's Default Biome is not in the biome selection you will not be able to paint the ground the map is made of. The picker warns you when that happens.
  • A deleted biome quietly drops out of the selection. A renamed category stays visible in the picker marked (missing), so you can see why a bucket vanished and un-pick it.

Tidying a palette

Both palettes have an Edit button (the pencil) in their toolbar. It turns the palette into a selection: tap things to pick them, then act on the lot.

1. Click Edit in the palette toolbar. 2. Tap what you want — or Select all shown, which takes exactly what is on screen after the current biome/category and search filters, never rows you cannot see. 3. Then either: - Move to… — pick a destination and the selection is re-filed under it. In the tile palette that is a biome (Uncategorized included); in the object palette it is a category. - Delete — removes the definitions. This cannot be undone. 4. Done leaves edit mode.

Rearranging tiles

In the tile palette, edit mode is also how you put tiles in the order you want them.

1. Click Edit, then tap the tiles that belong together — a cliff top and its bottom, say. 2. Drag any tile you have ticked. All of them travel; the chip under your cursor says how many. 3. A line shows exactly where they will land. Release and they land there together, in the order they were already in. 4. They stay ticked, so you can nudge them again — with and in the edit bar, or another drag.

Dragging a tile you have not ticked still selects a run, exactly as before.

Gotchas

  • Moving something changes which maps can see it. Once maps are scoped, re-filing a tile or object into a different bucket takes it out of the palettes scoped to the old one. Both actions confirm before they run.
  • Built-in tiles cannot be selected. The Grassland set is generated by the engine rather than stored as rows, so it can be neither moved nor deleted. The same goes for demo objects.
  • Moving does not change any art. Tiles and objects already placed keep exactly what they have; only the palette's filing changes.
  • Tiles rearrange inside their own group. Floors, walls, ramps and everything else are separate rows of the palette, and a tile stays in the one it belongs to. Changing which group a tile is in is a job for Manage Biomes.
  • Clear the search first. While the search box has something in it you are looking at a filtered list, and a position in a filtered list is not the position you would get back.
  • Moved tiles now land at the end, together. Move to… puts the selection at the bottom of the destination in the order it was in — and takes you there so you can see it. They used to scatter through the destination in the order of the sheet they came from.
  • New tiles queue at the end. Anything imported later joins the bottom of its category, grouped by sheet, and never disturbs an arrangement you already made.
  • Built-in tiles stay put. Same reason they cannot be moved or deleted — they hold their place and everything else arranges around them.

Moving between maps without closing

Map Properties carries a ◀ ▶ switcher in its header. It walks the other maps in your world, so tuning a dozen of them is one open, not a dozen.

  • ◀ ▶ — the previous / next map. Alt + ← and Alt + → do the same from the keyboard.
  • The middle button — a searchable list of every map, with your position in it (7 / 41). Type to filter, arrow up and down, Enter to jump.
Exteriors and interiors keep separate lists, matching the editor they each open in.

If you have unsaved changes, switching asks before discarding them — the same question closing asks. An Unsaved badge in the header tells you before you get there.

Renaming

Press F2 on any row, or right-click and choose Rename. Type the new name and press Enter; Escape cancels. This works on folders and maps alike, and it is the fast path — you don't need to open Map Properties just to fix a name.

Deleting

Select what you want gone and press Delete, or use the right-click menu. Deleting a map also deletes every map nested inside it, so the confirmation tells you the real total before you commit. Deleting a folder never deletes maps — they move back out to the top level.

Keyboard

KeyWhat it does
↑ / ↓Move up and down the tree
← / →Collapse / expand the current row
Shift + ↑ / ↓Extend the selection
Ctrl + ASelect everything visible
EnterOpen the current map
F2Rename in place
DeleteDelete the selection
EscClear the selection
Double-clickCollapse or expand a folder or map

Search

Type in the box at the top. Search matches maps at any depth — folders and parent maps open themselves to reveal a hit, and the matching part of the name is highlighted. The number beside the box is how many rows are showing.

What the editor remembers

The tree remembers which folders you had open and which map you last had open, per project. Reopening the editor puts you back where you were and expands the chain down to your map, rather than jumping to the first map in the world.

Gotchas

  • Streaming maps can't be dragged. The children of an infinite/streaming map are positioned by their world offset, not by the tree, so the tree refuses to move them. Move the parent instead, or change the offsets in Map Properties.
  • A map that owns streaming children can't take nested maps. Its layout is a composite of its streaming pieces; add nested maps to a normal map instead.
  • You can't drop a folder inside a map. Folders group maps, not the other way round.
  • You can't drop a map into one of its own children. The tree blocks it rather than creating a loop.
  • Dungeon Room Libraries need a premium world tier. Creating one, and the Dungeon Room Settings / Rotating Dungeon Portals entries on maps inside one, require the Studio or Enterprise plan.
  • Moves save immediately. There is no separate save step for the tree — the row moves as you drop it and the change is written in the background. If the server rejects it, the row snaps back and you get an error toast.