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Modding Development Diary #2: Map Editor

Hi everyone and welcome back to our Development Diaries! This time we will go over map creation in the Editor in Cities: Skylines II, how it works, and what you can do in the first iteration of it.

When we set out to create the Map Editor we wanted it to be similar to the one in Cities: Skylines but we also wanted to expose more properties, giving more power and freedom to you so you can express your vision. The basic principle of the Editor is that it should be both easy to use and flexible so that we can expand upon it in the future. This is the same tool we developers have used to create the maps for the base game.

One of the cool features of the Editor's map creation is the scale of the map and that you can fine-tune just about anything in the map. We have already seen some amazing maps created with the hidden and unfinished version of the Map Editor, so we can’t wait to see what kind of incredible creations you create with the finished version.


SHAPING THE EARTH
Map-making wouldn’t be anything without the tools to adjust, modify, and shape the terrain. You can import and export heightmaps just like in the previous game, and you can also use the familiar terrain tools to bend the terrain to your imagination. These important tools can be found in the main tool areas at the bottom of the screen, imaginatively shown with the shovel icon. From this menu, you can make all the necessary adjustments to the terrain.

1 Empty map.png

Let the fun begin!

Heightmaps exported from the Editor are placed in C:/Users/%username%/AppData/LocalLow/Colossal Order/Cities Skylines II/Heightmaps/ and that’s also where you place any heightmaps you wish to import to the Editor. Heightmaps should have a resolution of 4096x4096 pixels, be grayscale, and 16-bit color channel depth images of .png or .tiff format.

The heightmaps only apply to the playable area, but you can also optionally import an extended world map, which contains both the playable area and the surrounding unplayable world. The World Map should have the same resolution and format as the base heightmap, with the center 1024x1024 area matching the base heightmap.

2 Terrrain.png

Mold the terrain to fit your vision.


WORKING THE SPACE
The workspace is the landing page for the Editor. From here you can start working on making your vision come to life. The “Map” item contains the basic items for the map, such as the Map Name, Map Description, and Theme - among many other settings. You'll also notice that it has the same workspace functions as the environment for editing assets in the game, more on that in a future development diary. You can easily see how the map will look during different times of the day, month, or weather by using the sliders at the bottom. A few specific info views can be enabled at the top-right of the screen to provide an easy overview of for example the resources on the map.

The editor has pre-made Climate settings that govern how the weather simulation works on the map. You can select any of the Climates used for the base game maps and apply it to your newly created map. We’re also working on exposing custom Climate settings in future updates to the Editor so that you can design the Climate of the map freely - more on that in the future.

Water is a very important cornerstone when it comes to creating maps, and we have set out to improve the Water sources greatly from the first game. In the Water Settings, you can find different Water Source types. You can freely add and modify these as you please, to fit your vision.

Let’s go briefly over them and how they function:
  • Constant Rate Water Sources generate a constant amount of water, and they are good for the start of rivers or streams that start inside the playable area.
  • Constant Level Water Sources generate water to specific heights. They are excellent when creating lakes.
  • Border River Water Sources need to be located on the edge of the playable area; this water source generates a flow of water that will flow off the map, or from outside the playable area.
  • Border Sea Water Sources need to be located on the edge of the playable area and create a water source that generates a flow of water that will flow off the map, or from outside the playable area on a much larger scale than Border River Water Source.

To see the results of the Water Simulation you can adjust the Water Simulation Speed separately from the time simulation, but please note that a higher simulation speed will affect the performance! It’s also a good idea for the water simulation to run for a while before saving the map, so there are no surprises.

3 Water source.png

Grab the top or bottom edges of the water source to raise or lower it, or the sides to scale it up or down

The last of the Workspace items is the Resources, which works very similar to how you added recourse in Cities: Skylines, except that this time you can create your own Underground Water Deposits in addition to areas rich in oil, ore, and fertile land. To keep the experience consistent all of them can be created with the same Brush tools, and as you would expect, these are the resources that can then be extracted in-game. But if you don’t enjoy painting directly on the map, you can also add resources by importing a greyscale 256x256 map. Use white to add the specific resource and black where you want none of it.


CREATING CONNECTIONS
Once you have shaped the land to your liking it’s time to create the infrastructure and outside connections, so future cities can grow in the environment you created. These work a bit differently compared to the original Cities: Skylines because we have one unified editor for everything.

To create roads or other decorations on the map you have to access the “Add Object” menu which is located next to the Terrain tools. From here you can search for any asset located in the game or browse through the different categories. Placing the selected asset works the same way as it does in-game. For example, if you have selected a highway you can use the robust road building tools to create the highway network just the way you want. Once the asset is placed it will appear in the Workspace, where it can be even further adjusted and modified to your liking. Make sure you have a highway that reaches all the way to the edge of the map and into your starting tile, so citizens can arrive in the city. You can find a handy checklist of items that ensure your map will work at the bottom of the map settings on the right.

“Add Object” also allows you to place decorative objects like trees, rocks, and old barns or houses to give your map a more alive and personal touch. Additionally, you can add all objects available in the game, however, they are not all suited for maps, so always consider how an item functions before adding it to your creation to avoid any issues. As an example, we have used a variety of props, decorations, and gravel roads to mimic rural areas on the map.

This is all for today’s Development Diary, we hope it gives you a good sense of how map creation works in Cities: Skylines II, and can’t wait to see what you are able to create with the Editor!

4 Finished map.png

A final look at a finished map

The Map Editor releases on the 25th of March, together with the Beach Properties Asset Pack!
 
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  1. Add object: Can objects downloaded from PDX Mods or DLC be available to add, and if so, is there a way to create a dependency when sharing the map on PDX Mods?
  2. Speaking of PDX Mods, can you describe the process of sharing maps?
  3. Lastly, any hints on when to expect future updates? Will it be independent from the base game updates?
2: They wrote about that in the post yesterday "Modding Development Diary #1: Guest entry - Paradox Mods in Cities: Skylines II" under "The creator experience".

3: "Beach properties asset pack & modding wavelet patch announcement" contains an updated roadmap.

I get a message about spam content when I add links to the pages.
 
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Finally!

Although there are two points that are a bit lacking to me.
First, would be the resources, though I expected it to be like it was since last October, I was hoping for more depth, literally as well as figuratively.
Second, is that the only thing extending out of the playable area is the terrain, but I guess a version of anarchy will be able to remedy that at some point and give us the possibility of placing water sources and trees outside that area. It also looks very odd to have a hard line separating a desert to a possibly lush environment.

Finally, a question: does all this mean that the area outside of what is currently playable will never be accessible in the future? Or are there plans to increase the playable area in years to come?
 
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Hm, some questions:
  1. Where is the location of the map determined (latitude as in northern/southern hemisphere). Climate does have an effect in CS2, and I'd expect this to be set in the editor
  2. How do the water sources behave during actual gameplay (i.e. building the city), if their location gets terraformed?
    1. when a river source suddenly sits in the air
    2. something like a mountain lake, where the natural dam gets removed, will it flood the entire map?
    3. will raising the land over a constant height source (e.g. by creating an island in the lake) delete the source, or disable it?
  3. can we edit the maps that come with the game?
 
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One of the biggest C:SL2 oversights was not increasing the amount of possible varying ground textures :/
I think the idea behind this is, the mods will eventually be filled with asset mods. Those asset mods will what brings CS2 maps to life, and the devs are banking hard on this.

But in all honesty, I still think we need more non-DLC base assets for the aesthetics, environment, and decor.
 
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I think the idea behind this is, the mods will eventually be filled with asset mods. Those asset mods will what brings CS2 maps to life, and the devs are banking hard on this.

But in all honesty, I still think we need more non-DLC base assets for the aesthetics, environment, and decor.
CS 1 had different textures for the resources (oil/ore/forest/fertile). CS II has none. That's what Pyoro is talking about.
 
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Hm, some questions:
  1. Where is the location of the map determined (latitude as in northern/southern hemisphere). Climate does have an effect in CS2, and I'd expect this to be set in the editor
  2. How do the water sources behave during actual gameplay (i.e. building the city), if their location gets terraformed?
    1. when a river source suddenly sits in the air
    2. something like a mountain lake, where the natural dam gets removed, will it flood the entire map?
    3. will raising the land over a constant height source (e.g. by creating an island in the lake) delete the source, or disable it?
  3. can we edit the maps that come with the game?
The maps that comes with the game is in the install folder of the game ...Cities Skylines II\Cities2_Data\StreamingAssets\Maps~ and can be opened in the editor.
 
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Silly question, perhaps, but I never designed maps in CS1. I assume we can open a map in the base game and add resources? I knew the accuracy of the San Francisco height map, but the resources are scant.

Can't wait to try this out!
 
This looks like the same exact thing that's been in the game accessible with dev mode. I really though the ui was being completely redone but nope, it looks just as un-user friendly as before. What was your art team even doing? First that wotw and now no new art for the ui?? It looks so ugly
 
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I don't get the criticism for the UI, maybe because I've used the CS1 map editor before and knew what to expect.

However, don't forget that the editor has quite a lot of options and exposes many variables to the player. It's more than just simple terrain editing and for that I think the UI looks quite intuitive.

I think the game has much bigger problems that need their attention before CO should think about beautifying a UI that's simple and works.
 
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Imagine if we could just import areas from Google Maps… that would be woooooooooow
In theory that should be possible since you can use heightmaps to create your own Maps.
But there are already Tools you can use to create a heightmap.
For example: terrain.party unfortunatly it wont create it sometimes.
 
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This is gonna be a long one, but let's get through some of the questions! ^^

If someone uses an paid-asset such as Palm Trees in the map editor, do they have to have that DLC to use that map or will the map be able to load without those assets?
If a map or save has content you're missing, that content shows up as grey cubes. They can either leave them there if they want to get the DLC (or install the user-generated content) later, or they can bulldoze it to make room for content they do have.

Looks fabulous. Will it also be available on consoles ?
The Editor will be available on console as well, so you can create custom maps.

Wow! Really promising and full of features. I was wondering about textures on terrain, there are going to be options to create other looking maps than just a green carpet?
I don't have a definite answer to this, but we have had requests for some kind of "map theme" from the modders testing the Editor, so it's already on our wishlist.

  1. Add object: Can objects downloaded from PDX Mods or DLC be available to add, and if so, is there a way to create a dependency when sharing the map on PDX Mods?
  2. Speaking of PDX Mods, can you describe the process of sharing maps?
  3. Lastly, any hints on when to expect future updates? Will it be independent from the base game updates?
For questions about Paradox Mods, I recommend checking out the FAQ or asking in the dev diary from Tuesday as the Paradox Mods team is better equipped to answer those. When creating maps you can use all the items available to you, including DLC and custom ones.

Future updates aren't something I can hint at, but we'll share updates when we can and keep you as informed as possible.

Will the external connections and external water sources all just terminate at the playable area edge still? It's a pretty jarring cosmetic as it currently stands.

And what about the snow? Will it apply to mountains outside of the playable area the same way as inside it? Be good to place snowcapped mountains as a backdrop to maximize buildable area.

:)
Rendering outside the playable area isn't quite where we want it to be, but as a visual issue it isn't our highest priority at the moment, so I'm afraid I can't give an update on the situation.

I asked on another thread, I'll ask again: will the maps created in this beta editor at risk of being broken or ruined by patches along the road to the 1.0 release? Either in the editor for the author or for users who downloaded it and may not be able to load their savegame.

Retrocompatibility is never guaranteed in a beta program so the map makers need to know in advance.
We expect maps created with the beta version of the Editor that's released on Monday to work in the future. The Editor being in beta means that we are still working on some features and expect to polish the experience based on your feedback, but you can dive into map-making without worrying about your maps breaking in the next update to the Editor.

Maps created before the release on the 25th (using the hidden version of the Editor) may not work as that version of the Editor wasn't ready for use.

I had access to this editor until you patched the game. (some months ago) I had hoped you would have made this more user friendly, how are people on Xbox & PS5 supposed to do anything with the map editor if the menus look like that? When I was using the map editor, it had the tendency to be super annoying, I hope you put in a ton more object images to make things easier to find, since there is an absolute ton of stuff to sift through. I will say this they are right about letting the simulation run for a bit before saving, you wouldn't want a tidal wave in your city or would you? Hopefully with tons of user feedback, CO will make this editor much better looking.
Thank you for the feedback! We'd love to hear about your experience with the Editor once it releases on the 25th. Both what has improved and what you would still like to see worked on.

Re: outside connections, will map-makers be able to customize the names that appear for neighboring cities? Or will they default to the normal generic names?
Outside connections cannot be renamed in the Editor, but they can be renamed ingame.

Finally!

Although there are two points that are a bit lacking to me.
First, would be the resources, though I expected it to be like it was since last October, I was hoping for more depth, literally as well as figuratively.
Second, is that the only thing extending out of the playable area is the terrain, but I guess a version of anarchy will be able to remedy that at some point and give us the possibility of placing water sources and trees outside that area. It also looks very odd to have a hard line separating a desert to a possibly lush environment.

Finally, a question: does all this mean that the area outside of what is currently playable will never be accessible in the future? Or are there plans to increase the playable area in years to come?
We're not planning to make the area outside the playable area accessible, but I wouldn't be surprised if modders have other plans.

Hm, some questions:
  1. Where is the location of the map determined (latitude as in northern/southern hemisphere). Climate does have an effect in CS2, and I'd expect this to be set in the editor
  2. How do the water sources behave during actual gameplay (i.e. building the city), if their location gets terraformed?
    1. when a river source suddenly sits in the air
    2. something like a mountain lake, where the natural dam gets removed, will it flood the entire map?
    3. will raising the land over a constant height source (e.g. by creating an island in the lake) delete the source, or disable it?
  3. can we edit the maps that come with the game?
1. Both location (latitude and longitude) and climate are set in the "Climate" submenu under "Maps."
Climate.png


2. As we have a few different water sources, this isn't a straightforward answer, so I would recommend experimenting with the Editor once it's available to determine if it behaves how you'd want it to.
  1. Water sources spawn water on the terrain, wherever that may be, so you won't have water appearing in the air.
  2. This heavily depends on the water source as they have different amounts of water. If it's a constant level water source, it's unlikely to flood the entire map.
  3. Similar to lowering the terrain, the water source will spawn water on raised terrain, though some water sources can be buried if I remember correctly. As the type and size of the water source and size of the island will likely play a role in what the final result is, so here I would also suggest experimenting with what you have in mind.
3. You can't edit the maps directly, but if you want to, you can find and copy the map files into the Editor folder and create your own edited version of them. But they'd show up as a new map in the "Custom Maps" section of the "New Game" menu.
 
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If a map or save has content you're missing, that content shows up as grey cubes. They can either leave them there if they want to get the DLC (or install the user-generated content) later, or they can bulldoze it to make room for content they do have.

Great! So much better than the map not loading if you're missing something.

We expect maps created with the beta version of the Editor that's released on Monday to work in the future. The Editor being in beta means that we are still working on some features and expect to polish the experience based on your feedback, but you can dive into map-making without worrying about your maps breaking in the next update to the Editor.

Maps created before the release on the 25th (using the hidden version of the Editor) may not work as that version of the Editor wasn't ready for use.

Thanks for the answer, that's good to know. And it's good to have you back, BTW. ;)
 
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CS 1 had different textures for the resources (oil/ore/forest/fertile). CS II has none. That's what Pyoro is talking about.
Indeed, and even in CS1, this was never expanded. There's only tricks and workarounds, you can't really do anything new. That this is the exact same (or arguably worse) here is disappointing and I don't see much reason to believe that it'll be easier to fix this time around than the first time (though who knows ^^).
 
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We expect maps created with the beta version of the Editor that's released on Monday to work in the future. The Editor being in beta means that we are still working on some features and expect to polish the experience based on your feedback, but you can dive into map-making without worrying about your maps breaking in the next update to the Editor.

Maps created before the release on the 25th (using the hidden version of the Editor) may not work as that version of the Editor wasn't ready for use.

On Monday, will we get a list of changelogs specifically for the Editor, so that we can understand what has changed between the dev versions and this beta version?
 
On Monday, will we get a list of changelogs specifically for the Editor, so that we can understand what has changed between the dev versions and this beta version?
No, as the Editor wasn't officially released until now, we don't have a changelog for you, but the official wiki page for Map Creation might help give you some idea of what has improved.