# Adding a new map / mission — full workflow How to add a new playable map (terrain) and mission (scenario) to BattleTech: FireStorm (MW4/Gameleap 5.03 engine). Reconstructed 2026-07-01 from the repo. Companion doc: [ADDING-A-MECH.md](ADDING-A-MECH.md). ## The big picture — maps are NOT like mechs Adding a 'Mech touches compiled code and a dozen parallel index arrays. Adding a map/mission touches **none of that**: there are no `MSL ADD MAP` markers, no Mech-ID-style positional tables, and **no exe rebuild**. Maps and missions are discovered at runtime by **file enumeration** and registered by **per-mission files**, so the whole job is content + packaging. Two separate things, often confused: | Thing | Lives in | Packs to | What it is | |---|---|---|---| | **Map** | `Content\Maps\\` | `resource\maps\.mw4` | Terrain only: tile geometry, materials, HUD overview image | | **Mission** | `Content\Missions\\` | `resource\missions\.mw4` | A playable scenario **on** a map: placed objects, drop zones, AI nav, scripts, game types | Several missions can share one map (e.g. `Maps\Minerl03` hosts both `Cantina` and `CantinaSiege`; `Maps\Reduex` hosts `Reduex` + `ReduexSiege`). **The original mod-toolkit documentation survives** in [_UNUSED/Gameleap/EditorDocs/](_UNUSED/Gameleap/EditorDocs/): *Map Creation Tutorial.doc*, *Simple Map Creation Tutorial.doc*, *Terrain Generation.doc*, *Map Creator.rtf*, *Material_Map.rtf*, *NFO File Editor.rtf*, *Editor_Tutorial.rtf*, plus the ABL tutorials (*ABL_Mission_Tutorial.rtf*, *ABL_Brain_Tutorial.rtf*, *ABL_Orders.rtf*) and sample heightfield/colormap/detailmap TGAs. Read those for tool operation; this doc covers how the pieces wire into *this* repo. **The tools ship in the dev tree root** (`Gameleap\mw4\`): `MapCreator.exe`/`MapCreatora.exe` (terrain generation), `Tctd.exe` (terrain color/texture data), `NFOEditor.exe` (MP `.nfo` registration), `ERF Deluxe.exe` (erf inspection), and the mission editor `MW4Ed2.exe` (launch via `Gameleap\mw4\run-editor.bat` — fully working per CLAUDE.md STEP 8/9). --- ## Part 1 — The MAP (terrain): `Content\Maps\\` Source art is a set of TGAs (heightfield, colormap, detail map, material map — see the *Terrain Generation* / *Material_Map* docs and their sample TGAs). **MapCreator** turns them into the terrain tile set; **Tctd** generates `tctd.ini`. Using [Maps/StormCanyon/](Gameleap/mw4/Content/Maps/StormCanyon/) as the template: | File | Purpose | |---|---| | `.build` | Pack manifest: `[resource\maps\.mw4]` + `instance=` + `TexturePool=textures\maps\\textures.hint` | | `.instance` | One page: `model=.data`, `executionstate=AlwaysExecuteState` | | `.data` | `[gamedata]` `class=mechwarrior4::mwmap`, `grid=.erf`, `hudmap=hud\` | | `AA..CC .erf/.bsp/.Material` | The terrain tile grid (3×3 for StormCanyon), geometry + BSP + per-tile material properties — **generated by MapCreator** | | `.erf` | The terrain grid referenced by `grid=` | | `tctd.ini` | Terrain color/texture data — **generated by Tctd.exe** | Plus two texture registrations: 1. **Map textures**: `Content\textures\Maps\\*.tga` with their **own** `textures.hint` in that folder (referenced by the map `.build`'s `TexturePool=`). 2. **HUD overview image**: the `.data`'s `hudmap=hud\` needs an `[hud\]` entry in the master [Content/textures/textures.hint](Gameleap/mw4/Content/textures/textures.hint) with the TGA in `Content\textures\HUD\` (packs into `textures.mw4`). --- ## Part 2 — The MISSION: `Content\Missions\\` **Work in the editor.** `MW4Ed2` creates a new mission by cloning `Content\Missions\EditorTemplate\` (scripts, sounds, lights — [GameInterface.cpp:1352](Gameleap/code/mw4/Code/MW4GameEd2/GameInterface.cpp#L1352)) onto a map you pick, and on save writes all the files below back into `Content\Missions\\`. File roles, using [Missions/StormCanyon/](Gameleap/mw4/Content/Missions/StormCanyon/) as the template ("(editor)" = generated/maintained by MW4Ed2; hand-edit only the rest): | File | Purpose | |---|---| | `.build` | Pack manifest: `[resource\missions\.mw4]` + `texturepool=.hint`, `Instance=`, `directory=...\scripts`, `Soundpool=.sounds`. **The `[resource\...]` page name is the published .mw4 path** — stock MW4 missions abbreviate (`CentralPark`→`cpark.mw4`); FireStorm ones keep the full name | | `.instance` | The hub: `model=.data`, `map=maps\\.instance`, `props=.contents`, `sky=`/`nightsky=` (an erf from `Content\Skies`), `missionbounds`/`warningbounds`, `nametable=`, `railgraph=`, `script=` | | `.data` | Environment: fog banks, weather effects, clip planes, `allowrespawn`, `heatsinkefficiency`, `isnightmission`, `lights=`/`nightlights=` (editor) | | `.contents` | Every placed object. Includes the **drop zones**: `[dropteam1..4]` + `[playerstart]` sections (`Model=Misc\DropZone\DropZone.data`, `DropPoints=DropZones\DropTeamN.contents`) — per-team spawn-point sets; this is the "≥N drop points per map" constraint from the MP-cap plan (editor) | | `.ini` | Editor metadata per object (type=dropzone/helper, invulnerable, snaptoground…) (editor) | | `.table` | Name↔ID replication table (editor) | | `Graph.data`, `MoveGrid.data`, `RectGrid.data`, `AirMoveGrid.data` | AI rail graph + ground/air pathing grids (editor — [SaveRailGraph](Gameleap/code/mw4/Code/MW4GameEd2/GameInterface.cpp#L2130)) | | `.lights`, `night.lights`, `_lightmap.raw` | Day/night lighting + baked lightmap (editor) | | `Mission.bounds`, `Warning.bounds` | Playable-area polygons (editor) | | `.hint`, `.sounds` | Mission-local texture pool + sound pool | | `Scripts\*.abl` | Mission logic in ABL: a base `.abl`, `player.abl`, and **one script per supported game type** (`_Destruction.ABL`, `_TeamDestruction`, `_Attrition`, `_CTF`, …) referenced from the `.nfo` (see Part 3). ABL docs in EditorDocs | --- ## Part 3 — Registration (how the game finds it) There are **two routes**, and FireStorm's own maps (Freezer, StormCanyon, Nazca…) use Route B: ### Route A — user mission (zero manifest edits) The editor can save/publish straight to `Resource\UserMissions\`: the compiled `.mw4` + `.nfo` + a 112×112 overview `.tga` ([GameInterface.cpp:1443](Gameleap/code/mw4/Code/MW4GameEd2/GameInterface.cpp#L1443)). User missions are **auto-discovered**: the MP host list enumerates `Resource\UserMissions\*.nfo` and Instant Action enumerates `Resource\UserMissions\*.mw4` ([MW4Shell.cpp:4331](Gameleap/code/mw4/Code/MW4/MW4Shell.cpp#L4331)). Nothing else to edit. Good for prototyping; the deployed game (`C:\VWE\firestorm\MW4`) currently ships 0 of these. ### Route B — stock mission (first-class FireStorm content) 1. **[Content/MechWarrior4.build](Gameleap/mw4/Content/MechWarrior4.build)** — add the nested pair (mission inside its map, expressing the dependency): ``` maps\\.build={ missions\\.build={ } } ``` (If the map already exists, add only the mission line inside its block.) The editor has an `AddToBuildFile()` for this but its call is **commented out** ([GameInterface.cpp:1453](Gameleap/code/mw4/Code/MW4GameEd2/GameInterface.cpp#L1453)) — edit by hand. 2. **`Resource\Missions\.nfo`** — the **multiplayer registration**, a loose text file (never packed; the deploy copies `Resource\` wholesale). The shell enumerates `Resource\Missions\*.nfo` ([MW4Shell.cpp:12546](Gameleap/code/mw4/Code/MW4/MW4Shell.cpp#L12546)) and reads: `[info]` (`longname` = lobby display name, `author`), and `[scenarios]` — one nested `[server]` page per offered game type with `name`, `ruleset=$(CustomDestruction)` etc. (constants from [Content/GameTypes.h](Gameleap/mw4/Content/GameTypes.h)), `teamAllowed`/`teamcount`, `scenariotext`, and the matching `scriptname=...\Scripts\_.abl`. Copy [StormCanyon.nfo](Gameleap/mw4/Resource/Missions/StormCanyon.nfo) as the template (or use `NFOEditor.exe`; *NFO File Editor.rtf* documents it). 3. **[Tables/missionnames.tbl](Gameleap/mw4/Content/Tables/missionnames.tbl)** — the resource-name redirect table (packed into `core.mw4`). Stock MW4 rows map long names to abbreviated .mw4 names; FireStorm rows are self-mappings. Add `resource\missions\.mw4=resource\missions\.mw4` under `// BTFRSTRM Missions`. 4. **Instant Action (optional)** — the IA mission list = campaign-defined missions + user missions ([GetMissionNames, MW4Shell.cpp:4297](Gameleap/code/mw4/Code/MW4/MW4Shell.cpp#L4297)). To surface a stock mission in IA, add a page to [Campaigns/InstantAction.Campaign](Gameleap/mw4/Content/Campaigns/InstantAction.Campaign) (`[content\missions\\.instance]` with `Status=Displayed`, display-name string, rollover text, map thumbnail). Campaign files pack via `props.build` `Campaign=` lines. 5. **Sky** — reuse an existing sky from `Content\Skies` (already packed in `skies.mw4`); a new sky means a new entry in `Content\skies.build`. Beware the STEP 8 lesson: the `.instance` `sky=` path must match the erf filename exactly (case/name). --- ## Part 4 — Build, deploy, verify 1. **No exe rebuild.** Repack resources with `build-env\build-resources.ps1` (wraps `MW4pro.exe -build`; LAB_ONLY builds only — see [build-env/RESOURCE-BUILD.md](build-env/RESOURCE-BUILD.md)). Output: `resource\maps\.mw4` + `resource\missions\.mw4`, plus `textures.mw4`/`core.mw4` if you touched `textures.hint`/`missionnames.tbl`. 2. **Redeploy** with `build-env\deploy-mw4.ps1` (copies `Resource\` — including the `.nfo` — and the repacked packages into `C:\VWE\firestorm\MW4`). 3. **Verify**: - `MW4Ed2.exe -report` — headless load of the mission (same path the editor uses; catches broken refs without clicking through the UI). - Open it in the editor: drop zones present for every team, AI grids regenerate cleanly. - Host a LAN game: mission appears in the host list under each declared game type with the `.nfo` `longname`; all teams spawn at their `dropteam*` zones; HUD overview map shows. - If IA-registered: appears in the Instant Action mission dropdown. ### Known pitfalls (all hit during STEP 7/8 content curation — the editor STOPs hard) - **The editor loads every mission/map at startup** (`ObjMan->BuildResources()`) and LAB builds STOP fatally on the first defect — one broken mission breaks editor startup for everything. - **Name consistency is everything**: the folder name, the `[page]` name in `.build`/`.instance`, and the file basenames must agree (the `_backup`-dir and `PhoenixPalaceSTB` incidents). `Map=` in the mission `.instance` must point at a map that actually exists (the `arctic01`/`lunar02` dangling refs). - The mission `.instance` `Model=` must reference the `[gamedata]`-class page (`.data`), not some other page (`hill.contents` incident). - `.mw4` package names in `.build` page headers are the *published* identity — changing one orphans the old `.dep`/`.mw4` in `Resource\`. ## Quick-reference: every touch point (Route B stock mission on a new map) ``` TERRAIN Content\Maps\\ (.build/.instance/.data + MapCreator tiles + tctd.ini) Content\textures\Maps\\ (map textures + own textures.hint) Content\textures\textures.hint ([hud\] entry) + Content\textures\HUD\.tga MISSION Content\Missions\\ (editor-authored: ~18 files, see Part 2) Content\Missions\\Scripts\*.abl (one per game type + player.abl) REGISTER Content\MechWarrior4.build (nest mission .build under map .build — manual) Resource\Missions\.nfo (MP game types; loose file, not packed) Content\Tables\missionnames.tbl (self-mapping row; packs into core.mw4) Content\Campaigns\InstantAction.Campaign (optional, for IA list) BUILD build-env\build-resources.ps1 → deploy-mw4.ps1 TOOLS MapCreator.exe / Tctd.exe / NFOEditor.exe / MW4Ed2.exe (run-editor.bat) DOCS _UNUSED\Gameleap\EditorDocs\ (original tutorials: map creation, terrain, NFO, ABL) ```