Map Editing basic help*
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For the real detail on making scenarios - refer to the appropriate section in the game guide. All we will list here are the editor hot key functions, with some notes.*
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Note that the map editor has 2 pages - keys can change function depending on the page, and also the terrain you chose before hitting 'edit' (eg desert or winter).*
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Remember that the opponent pairing set up as well as the date has an effect on the map - if you choose France vs Germany in 5/1940 the basic map will be the Laon map, as if you were performing a random battle, and the random map generator will use the basic Laon terrain - if you then select 'desert' and generate a random map you will get a 'desert' version of Laon - ie a desert with rather a lot of trees and perhaps orchards.*
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The opponent pairing will affect the default side of the map for the 2 sides - see the '`' key item.*
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Remember that correct scenario design is to make the map and save this off in its own separate map file first, then build a scenario by going into the editor, loading the saved map, and continuing by buying and placing troops etc, then saving this to a scenario file. This way - you can always return to the map if you need to start over, or to design a scenario based on the same terrain. Also remember to SAVE the map and/or scenario often as there is NO UNDO! - so before you do any major new thing - save off the current file just in case.*
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NB - some of these hot key functions have no button equivalent, so check the list out even if you do not intend to use keystrokes. Also note that many of the hot key shortcuts shown on the help for a particular button are obsolete - since SP2 days, but never updated. The list below is the 'genuine' set of hot keys :)*
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____Hot Keys for map editing*
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__B - Level 2 hill.**
__C - Clear (flat) terrain.**
__D - Dirt (earthen) road.**
__E - Save this map to disk. NB - the MAP and NOT the entire scenario!.**
__F - Wheat Field. [WINTER - Winter fields]**
__G - High Grass field. [WINTER - Winter high grass]**
__H - level 1 Field.**
__I - Level 4 hill.**
__J - Toggle palm trees (and paddy fields button on page 1) on or off.**
__L - [PAGE 2] make a beach on the left or right (enter space to skip).**
__N - Go to next editor button set page.**
__O - [PAGE 1] Orchard. [PAGE 2] Convert streams to Wide Rivers.**
__P - Top level hill (whatever set to by the cycle top hill level button - the hill button with a '+' on it).**
__Q - Exit.**
__R - Rough.**
__S - [PAGE 1] Stream. [PAGE 2] Bocage Hedgerow.**
__T - Level 3 hill.**
__U - Swamp.**
__V - Green Crops. [WINTER - Snowdrifts].**
__W -  [PAGE 1] Water (lake).__[PAGE 2] Trench.**
__X - Clear down the map.**
__Keypad Scroll  in the keypad direction, 8 is up, 2 is down 4 is left, 6 is right. Numlock must be OFF.**
__= - Generate a random  battle map for the 2 nations and season currently set.**
__+ and - keys - Zoom or unzoom the map.**
__'.' - Toggle hex grid on or off.**
__'#' - Clear down all map text strings in one operation.**
__';' - Lock the current building type untill you press this OR press another button.**
__'\' - Toggle display of victory hexes on or off.**
__'M' - Toggle display of map text strings on or off.**
__'?' - Help.**
__'$' - Use to change the 'gBeach' global map beach assault variable - see the game Guide for further details.**
__'^' -  Use to change the 'gWideRiver' global map river crossing assault variable - see the game Guide for further details.**
__'Asterix' - This allows the map editor to input a new height to a hex. it is best used right after placing the hex. Use to adjust a hexagon's height slightly when desired - do NOT use this to create 'invisible' 80 high hills!. for experts only. ('Asterix' shown here instead of the character as this produces a CR/LF pair in SP text files!).**
__'`' - This key allows the scenario editor to change the default sides for the 2 forces involved. remember that each side has a base line - this is where its off map artillery fires from, and where troops retreat to. Many novice scenario designers when setting up, find the troops on the 'wrong' side from which they desire from the scenario - so they simply swap the troops of the 2 sides over. Wrong tactic - side A's artillery will now come from what appears to be side B's map side, and his troops will rout towards the enemy!. Use THIS key to change the default sides, should the map not generate the desired sides of the map for the 2 opponents. It may be best to use this option BEFORE buying the troops as well. (This key is the one to the left of the numeric 1 key, above TAB and under ESC).**
__'!' - This sets the x location of the start line for player 1 (the human player) to something other than the default, for use as yet ONLY in user campaigns. Where he can deploy to depends on if he is on the left or right hand side of the map in the scenario used as a linked campaign node.**
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NB - All the field types will produce soft sand in desert maps.*
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____Water based scenarios - or, how to mess about in boats*
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Water scenarios create some difficulties for new scenario designers. Here are basic tips.*
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The game needs to know BEFORE you buy any troops that this will be a river crossing or beach ASSAULT mission. Please note the ASSAULT - before you buy troops, ensure that the combat dial is set to assault, pointing the right way to select the assaulting side (or the others will tend to get the watercraft...).*
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A beach landing or a river crossing has to be an assault mission - check it out on the battle generator - you are only allowed to choose the water types IF the battle is set up as an assault. (Naturally, should you so desire as a scenario editor - prepare the scenario as an assault, but for the final save, change the battle type to what is desired, if you need a river crossing approach, say).*
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For a river assault - the global WideRiver variable requires to be set - so we start with our map, and use the O key on page 2 to convert a minor stream we placed earlier into a wide river. Again - BEFORE you buy any troops!. Also - do this BEFORE you place any minor streams required by the map onto it - edit these in after you have widened the one stream you placed. Now - after the map with the wide river is set up, and you have set the game type to assault - the assault side's infantry get rafts bought for them.*
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Many novice scenario designers simply edited in a 'wide river' of water hexes - not a wide river to the code!. These guys ended up converting trucks to rafts as well - unfortunately the code will only allow squads to carry the raft it adds on 'automagically' IF the WideRiver variable is set AND it is an assault mission. New - see the '&' and '^' keys functions described in the game guide.*
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Note that rafts are NOT 'free' units - each raft placed in the water needs a free unit slot from the 500 available to your side - the same applies to barges which are launched by barge carriers. Therefore in norma battles, the maximum troop numbers are limited to about 90 less than maximum, to provide space for up to 90 rafts or barges in the water at one point in time. Destroying a loaded raft or the infantry emerging on the other side and picking up the raft once more frees a slot. however - in the editor you may be able to buy more troops, and so watch out for this requirement for free space (and the game CANNOT take free slots from the defender side!).*
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For an amphibious assault, again the game buys the transports - but only if the global beach variable is set, and this is done by using the add beach function 'L' on page 2. Once again - do this before the buying of your troops. However, since there are no rafts, or loaded barges - you may prefer to buy trucks and convert to LVT or barges as required in this case, especially if you do not like the computer's boat buying habits. Once again - the boats come off your total of 500 units. If bought by the computer each units transport(s) are added to that formation, if you buy them separately, they will deduct from the maximum number of formations allowed.*
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New for version 4 - see the game Guide for details about the '&' and '^' keys used to change the global map water type variables.*
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Other minor hints.*
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'Mixed' maps - some folk do this, for example to have some white snow on a summer map - well, the game only recognises summer, winter, desert, and 'jungle' - when palm trees are toggled, usually on a summer (green base) map.* 
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Therefore - whatever mode you were last in is what the game thinks it is - normal (summer), winter, desert or jungle - if you edited a summer green map, then went out to the main screen and selected winter, went back in and placed some 'snow' white tiles on high ground - as far as the game is concerned the entire map is now snow, even if the tiles are pretty green grass. The game does not determine snow or desert or jungle or 'normal' (summer) on the tiles used except for some 'specials'. The basic background is one of snow, desert, or summer. No mixtures. When you hover your mouse over the tile it will report 'clear', NOT grass or snow or desert. Palm trees set 'on' if you require jungle. (However you may get away with a snow effect - looks pretty but no game effects - if you do a green map, go to snow, draw snow tiles, then go back in as green and edit something - the white snow tiles would then just act like normal green grass though! - as far as the game is concerned it is a 'clear' tile in a summer map.)*
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So - if you mix seasons or normal/desert/jungle terrain in your maps, remember to pay close attention to the type of map of the last edit. 'Clear' terrain is 1 off winter, summer, or desert (whatever colour you happened to use) - depending on the last type used by you in the map edit.*
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Battle Locations*
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0 Northern Europe*
1 Eastern Europe*
2 Mediterranian*
3 North Africa*
4 Central Pacific*
5 South Pacific*
6 Far East Asia*
7 Norway*
8 Soviet Union*
9 Germany*
10 Japan*
11 Phillipines*
12 Middle East*
13 China*
14 Low Countries*
15 Finland*
16 Spain*
17 Sweden*
18 The Balkans*
19 Ukraine*
20 Mongolia*
21 Poland*
22 Karelian Isthmus, Finland*
23 Kuhmo, Finland*
24 Summa, Finland*
25 Vuosalmi, Finland*
26 Finland*
27 Laon*
28 Amiens*
29 Arras*
30 Dunkirk*
31 Central Africa*
32 North Africa*
33 North Africa*
34 North Africa*
35 Belorussia*
36 Russia*
37 Moscow region*
38 Lueneburger Heide*
39 Russia*
40 Russia*
41 Caucusas*
42 Stalingrad *
43 Velikye Luki*
44 Caucusas*
45 Russia*
46 Kursk*
47 Ukraine*
48 Belorussia*
49 Poland*
50 Rumania*
51 Czechoslovakia*
52 Hungary*
53 East Prussia*
54 Pomerania*
55 Hungary*
56 Berlin*
57 Germany*
58 Israel*
59 Afghanistan*
60 Italy*
61 Italy*
62 Normandy*
63 France*
64 Netherlands*
65 South America*
66 Ardennes*
67 Turkey*
68 Germany - Large Town*
69 Saudi Arabia*
70 Jordan*
71 Gulf States*
72 Golan*
73 Borneo*
74 Afghanistan (Green Zone)*
75 Yemen*
76 Burma*
77 Southern Africa*
78 Africa*
79 New Guinea*
80 Indonesia *
81 Burma*
82 Burma*
83 Burma*
84 Canada*
85 New Guinea*
86 Philippines*
87 Cenepa, Peru-Ecuador Border*
88 Guadalcanal*
89 Solomons*
90 Aleutians*
91 Solomons*
92 Tarawa*
93 Timor*
94 New Britain*
95 Marshalls*
96 Saipan*
97 Guam*
98 Peleliu*
99 Marshalls*
100 Iwo Jima*
101 Okinawa*
102 South Pacific*
103 Europe*
104 Crete *
105 Hong Kong  *
106 China*
107 Greece*
108 Kharkov*
109 Estonia*
110 Dubno*
111 Odessa*
112 Jassy*
113 Belorussia*
114 Vilna*
115 Bataan Peninsula*
116 Indo-China*
117 Mindanao*
118 Ortona*
119 St.Lo*
120 Ladoga Karelia*
121 Rukajarvi*
122 Karhumaki*
123 Tali*
124 Vuosalmi*
125 Tankavaara*
126 Plains*
127 Forest*
128 Mountain*
129 Jungle *
130 Desert*
131 Plains City*
132 Forest City*
133 Mountain City*
134 Jungle City*
135 Desert City*
136 Plains River*
137 Forest River*
138 Mountain River*
139 Jungle River*
140 Desert River*
141 Rovaniemi,Finland*
142 Tobruk*
143 Western Desert*
144 French Alps*
145 Ethiopia*
146 Sidi Barrani, Egypt*
147 Pindos Gorges, Greece*
148 Gallabat, East Africa*
149 Argyrocastro, Greece*
150 Buq Buq, North Africa*
151 Bardia, North Africa*
152 Valona, Greece*
153 Sudan, East Africa*
154 Mechili*
155 Algeria*
156 Chechen Republic*
157 El Agheila, North Africa*
158 Klisura, Greece*
159 Keren, Eritrea*
160 Mersa Brega, North Africa*
161 Amba Alagi, Ethiopia *
162 Halfaya Pass, North Africa*
163 Jimma, East Africa*
164 Bialystock, USSR*
165 Korosten, USSR *
166 Chernovtsy, USSR*
167 Dnepropetrovsk, USSR*
168 Mekong Delta Area*
169 Kramatorsk, USSR*
170 Tikhuin, USSR*
171 Kulkaber, East Africa*
172 Sidi Rezegh, North Africa*
173 Bir el Gubi, North Africa*
174 Galala, North Africa  (big Wadi map)*
175 Msus, North Africa*
176 Staraya, Russia*
177 Kashmir*
178 Bir el Harmat, North Africa*
179 "Knightsbridge"-Tobruk, North Africa*
180 Ruweisat Ridge, North Africa*
181 Alam Nayil, North Africa*
182 Novocherkask, USSR*
183 Kalach, Russia*
184 Alam Halfa Ridge, North Africa*
185 Kletskaya, USSR*
186 Kontemirovka, Russia*
187 Koteinikovo, Russia*
188 El Alamein, Egypt*
189 Agedabia*
190 Bou Arada, Tunisia*
191 Sidi Bou Zid, Tunisia*
192 Thala, Tunisia*
193 Krasnodar, USSR*
194 Medenine, Tunisia*
195 El Guettar,Tunisia*
196 Djebel Bou Aoukaz, Tunisia*
197 Somalia*
198 Eritrea*
199 Lisichansk, Ukraine*
200 Rice Paddies*
201 Switzerland*
202 Regalbuto, Italy*
203 Troina, Italy*
204 Adrana, Italy*
205 Voroshilovgrad, Russia*
206 Sinelnikovo, Ukraine*
207 Battipaglia, Italy*
208 Potenza, Italy*
209 Persano, Italy*
210 Termoli, Italy *
211 Pyatikhatki, Ukraine*
212 Vinchiaturo, Italy*
213 Sant' Angelo, Italy*
214 Krivoy Rog, Ukraine*
215 Torrebruna, Italy*
216 Mignano, Italy*
217 Castiglione, Italy*
218 Monte Camino, Italy*
219 San Pietro*
220 Znamenka, Ukraine*
221 Anzio, Italy*
222 Korsun, Ukraine*
223 Molgilev-Podolsky, Ukraine*
224 Liri Valley, Italy*
225 Alban Hills, Italy*
226 Roermond, Netherlands*
227 The Reichswald, Germany*
228 Julich, Germany*
229 Xanten, Germany*
230 Kaiserslautern, Germany*
231 Austria*
232 Manchuria*
233 Normandy, Caen Sector*
234 Trun, Normany*
235 Coudehard, Normandy*
236 Pierrefitt, Normandy*
237 Chambois, Normandy*
238 Java*
239 Cassino, Italy*
240 Falklands*
241 Falklands Hills*
242 Lafonia, Falklands*
243 Inland Sweden*
244 Torsby, Sweden*
245 Kalix Linjen, Sweden*
246 Taiga*
247 Caen*
248 Kalach*
249 Ardennes*
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ADVANCED MAP EDITOR FEATURES SECTION  NEXT!
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____________________ADVANCED MAP EDITOR FEATURES**
______________________<<CD extended Version only>>*
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______________________________MAIN SCREEN*
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Two Nations flag buttons - Selects two opposing nations . This works with the RND MAP button and the MAP LOC button. You don't NEED to set this up when building a map unless you plan to do some random map generating at some point*
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PREFERENCES - gives access to the same game preferences screens we use in the game and allows you to set the map dimensions*
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SUMMER/WINTER/DESERT BUTTON - same as the editor in the game now. It allows you to pre-select the terrain type*
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DATE DIAL - Self explanatory. It is needed to set up some of the fall and spring terrain so it's always best to set it for the month you want before starting a map"*
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LOAD MAP BUTTON - Allows access to the custom map files*
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EDIT MAP BUTTON - Gets you into the editor*
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EXIT BUTTON - Exits the editor*
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_____________________________EDITOR SCREEN 
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HELP- Will bring up a new Map editor help text screen*
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SNAPSHOT - Shortcut Key ":" (colon)- Now we get into the new stuff. This allows you to save an image of the map IN MEMORY for use later. Further down I'll detail how that can be used. A snapshot is essentially a copy of the entire map saved off into your own private clipboard. Use when loading another map to grab a part of the new map, take a snapshot, load the new map and copy a chunk of that, then hit Restore, you are back at your original map, with a section of the second map ready to paste in the normal clipboard.*
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RESTORE- This button will only appear AFTER you take a snap shot. This allows you to restore your map to the time you took the Snapshot. *
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UNDO- Shortcut Key "(" (left round bracket) - There are 12 undos. You no longer have to rebuild a map section if you make a mistake. If you place a terrain and then decide you don't like it..... no problem...press undo and it goes away. This is not just used for single terrain . If you place a stream from one corner of the map to the other corner then don't like it ..... no problem...press undo and it will go away. The same applies to Roads or Railways, hedges or trenches. This is set up so once you get to 12 terrain placements the 13th will overwrite the first ( and the 14th will overwrite ..and become--- the second undo ) so it's a constant loop. It does take a bit of getting used to but this is mainly there to give map makers a little wiggle room to make mistakes and correct them*
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REDO- Shortcut Key ")" (right round bracket) - Try placing 6 bits of terrain on a map then press Undo 6 times and they will go away. Press REDO 6 times right after that and they will re-appear. This is a undo for the undo<g>*
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LOAD MAP- Shortcut Key "L" - This allows you to load pre-existing custom map while editing another map. That is also explained below*
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SELECT- Shortcut Key "Z" - Now the fun begins. This is the start of the cut and paste routine. It may be easier at the start to load one of the maps you are familiar with and play with that or just build something quick on a blank map if you like. Once you have a map with something to cut and paste press SELECT and a new screen will appear. ( see CUT-AND-PASTE SCREEN SCREEN BELOW)*
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 PASTE. Shortcut Key "~" (tilde) - A message will appear on the lower left of the screen. Paste Here? Y/N. If this is where you want it press Y. IF the spot you pressed was out of sync with the X/Y Odd/Even offsets it will tell you which was out and it will select the next closest point that DOES match the cut's X/Y Odd/Even offset. After a few tries, you will get the hang of how the offsets work, and where to select the original cut or copied section from and where it is valid to paste these sections to.*
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  CLR CURSOR (Clear Cursor ) Shortcut Key " " (space bar) - Allows you to  "wash your brush" of whatever terrain you had been using so you can click on the map without placing whatever terrain you had been working with. In other words it returns your cursor to a selection item and not a terrain placement tool.*
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 -DAMAGE. Shortcut Key "!" (exclamation mark) -Removes ALL damage from everywhere on the map. This can take some time - there is a progress meter to let you know the progress.*
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 RND MAP- ( Random Map )generates a random map for the two nations you have selected based on climate and month*
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MAP LOC- Allows you to call up a Battle location OR the Random map generator*
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QUICKSAVE- Allows you to save your map quickly in slot 999. If you have been working with the editor as you read through this email you will have noticed that the maps are already being Autosaved in slot 999 every five minutes. This gives you a quick way to save the map without needing to go through the full save screen process. *
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There are ways to use this that may not be obvious until you play with it a bit. For example. If you are building a map but want to use features from three other maps. NO problem.*
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 ___1] from your new base map press Load map*
 ___2]Copy the section from the new map you want to paste into the new map*
 ___3]Press UNDO three times..this brings you back to your new base map*
 ___4]Pick a point on the base map then press PASTE and the section of the old map in now pasted to your base map. If you are happy with that press SNAPSHOT to save the new map in memory and press Quicksave to save it in Slot 999 ( or use the red save button and save it wherever you like)*
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This way you can cut and paste from as many maps as you like*
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You can also trim maps to fit. Where there is a big empty area on one side of the map the "active" area of that map can be cut out and pasted to an empty map in about 15 seconds. You CAN use the grey border hexes as Mark and Set points if you like.*
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__________________________CUT-AND-PASTE SCREEN*
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MARK- Shortcut Key "A" - This sets the first x/y co-ordinate for the cut-and-paste routine. Go to the map and for this test select a smallish 10x10 hex area. Click the cursor on the map in the upper left part of the area you want to cut out then AFTER you have clicked on that point of the map Press MARK. You will see that hex go dark. Now pick the LOWER RIGHT point of the cut out area you want and click on the map at that point then press "SET"*
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SET - Shortcut Key "S" - You will see the entire zone you selected turn dark as in the example above. Now press "COPY".*
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COPY -Shortcut Key "C" - You have now copied that section of the map. When you press copy you will see a message appear ( depending on how long you have your message delay set for), then you will be returned to the main editing page. *
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That message tells you if the X or Y co-ordinate was even or odd. Roads, streams, trenches etc etc etc. NEED their X and Y co-ordinates to be the same even/even, odd/even/ even/odd, odd/odd paste point as their cut point otherwise the road/trench/stream etc looks like exploded spaghetti. It is a factor of the hex mapping system used by maps, especially for vertical roads which can be offset from the hex the graphic appears in. There are safeties built in that prevent you from pasting the copied section in the wrong place but you need to be aware of the issue. If you try to paste it into the wrong place the editor will shift it to the nearest point that DOES match the paste X/Y even/odd scheme. *
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You now have a section copied and you want to paste it someplace. If you read the message it may have told you the X co-ordinate was odd and the Y was even. Again, this is NOT critical. The editor will fix it if you do paste it wrong so for now find another spot you want to paste this section. Click on the desired target location with the cursor and the hex will highlight in red. IF this IS the hex you want to paste to now press PASTE. A message will appear on the lower left of the screen. Paste Here? Y/N. If this is where you want it press Y. IF the spot you pressed was out of sync with the X/Y Odd/Even offsets it will tell you which was out and it will select the next closest point that DOES match the clipboard section's X/Y Odd/Even offset. After a few tries, you will get the hang of how the offsets work, and where to select the original cut or copied section from and where it is valid to paste these sections to. *
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That completes your cut and paste. If you don't like where it went press UNDO and it will go away. There were other buttons on that Mark and Set Select screen..*
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CUT- Shortcut Key "V" - Use this to REMOVE a section of map to the clipboard and replace it's selected area with base terrain *
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STOP- Shortcut Key "Q" - Stops the process of cut and paste and takes you back to the main screen*
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 ZAP- Shortcut Key "Z" - Clears ALL terrain from the selected section and replaces it with the base terrain for whatever season you selected on the first page. It is a CUT without the copy of the selected terrain to the clipboard, if say you want to clear a zone, but not lose what is currently in the clipboard.*
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 -DAMAGE - Shortcut Key "P" - On this page this button removes all damage from the selected area (including any stray infantry fire trenches or vehicle revetments that may be left over if this was a scenario map)*
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  ALL- lets you select the entire map. This can be handy when selecting a small map to paste into a new larger map.*
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<<READ THE GAME GUIDE SECTION "CD - Extended Features " FOR FULL DETAILS>>*



