Radio General

Radio General

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Map-Editor Guide
By Foolish Mortals
Describes how to use the in-game map editor to create custom missions.
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Overview
Maps that YOU create live in a folder next to the game's executable. Ex:
C:\Program Files (x86)\Steam\SteamApps\common\Radio General\Maps

To play other people's maps, head over to https://steamhost.cn/steamcommunity_com/app/1011610/workshop/ and subscribe to a map. That map will be playable in the 'custom missions' screen (found on the left-sidie of the 'campaigns' screen) next time you start up Radio General.

Workshop maps that you subscribe to DO NOT live in the above folder - they instead live inside a specific steam workshop folder.


Along the top of the screen are some menu buttons.

1. Save (alternatively, [CTRL]+[S] keys). Save your work early, save your work often.
2. Load map
3. Toggle UI visibility
4. Upload to workshop. This is only clickable once your map has been SAVED once.
When clicked, a prompt should appear asking you to confirm your upload.
If the map hasn't been uploaded yet, a new workshop item is created.
If the map HAS been uploaded before, uploading again will UPDATE and OVERWRITE the currently available item.
By default all uploaded workshop items are public. You can edit the item's visibility and other details yourself by finding it on your personal workshop page.

BEFORE uploading, we suggest filling out the Mission Name label (which becomes the workshop item's name), and the Overview section (which becomes the workshop item description).


5. Help (opens link to this steam guide)
6. Test map. Allows you to try out your map. NOTE: you cannot slot your own campaign units if using the test map button. Instead, play the mission from the main menu -> campaigns -> play custom missions screen
7. Exit and go back to main menu. BE CAREFUL - exiting DOES NOT save your map.


Settings Tab
On the right-hand side of your screen is a panel. You can drag the top portion of the panel to move it.

Buttons are arrayed across the top of the panel. This guide will go through each page of the panel.


The first section is the settings panel. We recommend filling out this panel BEFORE moving on with the rest of your map creation.

Mission Name: The name given to the workshop item, as well as what players see when selecting the mission from the custom missions level-select screen.

Duration: How long the game lasts (in minutes).

Allow player to slot their units: This lets players use their own units from their previously saved campaigns (and these units may be veteran). Uncheck to have the player use basic level-1 units.

Backdrop: Outdoor environment displayed outside tent.

Overview: This appears as the steam workshop item description, and in the mission briefing clipboard.

The remaining text fields fill out the mission briefing clipboard.
Units Tab
Click on a unit symbol, and click again to place on the map. Blue units are player units, red units are enemy units.

Once placed, the unit can be selected again by clicking on it, and moved by clicking on it and dragging it around.

Press [DEL] to delete the currently selected unit.

When selected, the unit details panel appears.
Unit name: What the player see's and calls the unit.
NOTE: unit names must be UNIQUE! DON'T make all of your units named Able.
Try to name your units alphabetically in order of appearance (the first unit the player receives is Able, next is Baker, etc.).

Reserves: if checked, this will be deployable via the reserves section on the briefing clipboard, and WILL NOT be initially visible.

Controlled by: This dictates how the unit is controlled.
Player: unit is directly controlled by the player
Static AI: unit is NOT controlled by the player, and instead sits there. If it retreats, it will switch over to Dynamic AI.
Dynamic AI: unit is NOT controlled by the player. Its actions are dictated by the missions OBJECTIVES.
Blue player units can be set to either type of AI.
Red enemy units given the player tag will become Static AI.

DYNAMIC AI BEHAVIOUR
They will defend landmarks that are worth objective points, and attack enemy-held objective landmarks. They will not do this if no objectives are set in the objectives panel.

Generally, they will (in order of priority):
Rest/recover if low on morale (after retreating)
Capture an undefended enemy-held landmark
Defend an undefended landmark
Augment the defence of a held landmark

Dynamic units will form attack groups with other dynamic AI units IF they are healthy enough AND they outnumber the enemy at that objective. Certain unit types such as artillery and snipers will not form attack groups.

Dynamic AI units will prioritize objectives that are nearby, and worth the most objective points.

Certain units have special behaviours when controlled by Dynamic AI.
Snipers: will harass any visible enemy units
Artillery: will fire barrages at visible enemy units
Engineers: will plant minefields around held landmarks
Elevation Tab

From the elevation tab we can change terrain elevation/height.

Higher elevation is denoted by warmer/redder colours, low elevation by cooler/bluer colours.

High elevation gives bonuses to sight range, attack range. A unit attacking up-hill does less damage, and a unit shooting down-hill does more damage.

The green up and red down arrows set whether you're increasing or decreasing elevation.

The coloured circles determine your cursor width (small, medium and large).

The bottom wavey yellow button adds random noise/variation to your terrain, making it look more natural (running this may take a few seconds to compute).
Landmarks Tab
From this tab you can place landmarks. Landmarks can affect the stats of units inside of them. Landmarks can also be used for objectives.

When certainly landmarks are selected (clicked) after being placed, you can edit their properties.

Landmark Name: certain landmarks such as towns or airfields display their name above them. These names are REQUIRED if you want to use that landmark as objective.

Owned By: Which faction initially owns landmark (Allies being player, Axis being enemy). Ownership will change when a unit moves into it.

The pen button lets you edit the shape of certain landmarks such as forests, rivers and large towns.
Click and drag on purple squares to adjust their shape.
[SHIFT]+[CLICK] to create a new vertex/pink square closest to your mouse
[CTRL]+[CLICK] to delete the vertex/pink square closest to your mouse
[RIGHT-CLICK] to stop editing


Summary of landmark effects on unit stats:
Roads: major movement bonus, partially ignores penalty going uphill. Reorients lost units.
Towns: major defence bonus. Reorients lost units.
Airfields: defence bonus, major vision bonus. Reorients lost units.
Forests: minor defence and camouflage bonus, minor speed penalty, units can get lost moving through.
Minefields: major defence penalty, units take significant damage walking through. Engineers automatically clear minefields when entered.
Swamps: major defence penalty and movement penalty, minor attack penalty, units can get lost moving through.
Objectives Tab
Objectives panel, showing three types of objectives.

Objectives are how you win the game. Without objectives, the player can't win. They are displayed in the player's briefing clipboard. Objective values can be negative (ex: -1 for every 100 friendly infantry casualties).

HOLD OBJECTIVES: does the player control the named landmark at the end of the mission?

CASUALTY OBJECTIVES: Gives X objectives points for every Y friendly/enemy casualties.
Ex: 1 objective point for every 100 enemy infantry casualties.

Unit sizes are the following for casualty purposes:
Infantry battalions: 400
Infantry companies: 100
Engineers: 75
Anti-tank guns: 40
Artillery: 30
Scouts: 30
Snipers: 10
Tanks: 4

REACH OBJECTIVES: Gives X objectives points for every friendly/enemy unit type that reaches the named landmark.
Ex: 1 objective point for every friendly tank unit that reaches a town

NOTE: named landmarks in objectives must EXACTLY match the name of the actual landmark, else it won't work.


DYNAMIC AI units will use HOLD and REACH objectives to inform their behaviour. They will prioritze objectives that are close by, and by valuable. If no HOLD or REACH objectives are set, dynamic AI units won't do much.

Any landmarks that are not used for objectives will not be attacked/defended by dynamic AI units.


Each objective has an objective value - how many points it's worth. There are several different result types. Generally, you don't need to worry about these.
MAJOR VICTORY: all objectives are achieved (all given HOLD objectives accomplished, at least one unit reached the destination if it's for the player)
MINOR VICTORY: some objectives were achieved (at least 1/3 of all possible total objective points)
MINOR DEFEAT: player earned more than 0 objective points, but not enough for a minor victory
MAJOR DEFEAT: player has 0 objective points
Events Tab
(event tab with four event types)

The events tab lets you create events or 'triggers' to happen at certain times.

The number field next to the clock symbol denotes the time in minutes the event will occur. Be sure to refer to the Mission Duration set in the Settings Tab, as events won't trigger if set to occur after the mission has ended.

Events that require unit names must EXACTLY match the name of a unit placed on the map.

From top to bottom

REINFORCEMENT: A 'reinforcement' symbol of that unit type and a countdown timer are placed on the map at mission start. The NAMED unit is inactive until the mission time reaches the given minute. If the unit is controlled by Static AI, it will just sit there. If the unit is controlled by Dynamic AI, it will start performing its duties (defined in Unit Tab).

ACTIVATES: Almost identical to REINFORCEMENT, but no reinforcement symbol or countdown timer is placed on the map. Use these to surprise the player - they won't know these mew imots are coming.

SWITCH TO DYNAMIC AI: Switches the NAMED unit over to dynamic AI at the given MINUTE. Use this to have AI units perform a sudden attack or counter-attack (have several units switch over to dynamic AI at the same time, and they will probably attack an enemy-held objective). Once switched over to dynamic AI, the unit cannot be switched back to static AI.

MESSAGE: The written text is displayed to the player via a message prompt (like the ones in the tutorial missions). Can be used to inform the player of an incoming counter-attack, or arrival of a wave of reinforcements.
24 Comments
Lumidas 5 Jun @ 8:19am 
Does for anyone the Battalion Infantry when placed in map editor and then you play it... it shows that the battalion have 100 soldiers in stats.. instead of 400 :/
Truesurvivor 31 Mar, 2024 @ 12:33pm 
How do you spin bridges and such?
Foolish Mortals  [author] 11 Oct, 2022 @ 1:21pm 
@Utahn Gaming Sadly there's no way to retrieve a deleted map. A confirmation button is a good idea!
Novus Utahus 8 Oct, 2022 @ 4:31pm 
Hey, I accidentally deleted a map I made. Do you know how to get it back, and if it's even possible? You should add something that says "Are you sure," when you click on the delete button to stop people from accidentally deleting it like I did.
Wobblore 24 May, 2022 @ 8:50pm 
It doesn't work for me, the pink squares won't appear.
Foolish Mortals  [author] 24 May, 2022 @ 5:15pm 
Click on a road or river and it'll turn green. Hold left click and drag to move it around. To change the curve of the road left click and drag on the pink squares that appear when it's selected.
Wobblore 23 May, 2022 @ 10:03pm 
How do you click and drag them because it keeps just turning green,also i'm new to the map editor but i watched videos about the campaign but not the map editor because... there is no video about it, i only saw the campaign.
Foolish Mortals  [author] 23 May, 2022 @ 1:07pm 
@Abiyyu you don't need to spin them, just click and drag points to adjust their curve.
Wobblore 23 May, 2022 @ 4:19am 
How do i spin the roads and rivers?
eyla 9 Nov, 2021 @ 7:48am 
@Foolish Mortals ok, thanks for the reply!