Map Editor & Gallery
Right-click to erase. Click and drag to paint.
Unit Reference
- Resource — HP:1, provides resources for harvesting
- Base — HP:10, trains Workers (cost 1)
- Barracks — HP:4, trains Light/Heavy/Ranged
- Worker — HP:1, harvests, builds, fights
- Light — HP:4, fast melee attacker
- Heavy — HP:4, slow, high damage
- Ranged — HP:1, attacks at range 3
Tips
- Symmetry makes for fair maps
- Use Mirror buttons for quick symmetric layouts
- Each player should have at least 1 Base and access to Resources
- Walls create chokepoints and tactical depth
Browse existing maps in the repository. Click a map to load it in the editor.
How to Submit a Map
There are two ways to contribute map designs to the MicroRTS competition:
Option 1: Use the Editor (Recommended)
- Switch to the Map Editor tab and design your map
- Click Export XML to generate the map file
- Click Download .xml to save the file
- Fork the MicroRTS repository
- Add your map file to
maps/<WxH>/YourMapName.xml - Open a Pull Request with a description of your map design
Option 2: Write XML Manually
Map files are XML with this structure:
<rts.PhysicalGameState width="8" height="8">
<terrain>0000000000000000000000000000000000000000000000000000000000000000</terrain>
<players>
<rts.Player ID="0" resources="5"></rts.Player>
<rts.Player ID="1" resources="5"></rts.Player>
</players>
<units>
<rts.units.Unit type="Resource" ID="0" player="-1" x="0" y="0" resources="20" hitpoints="1"></rts.units.Unit>
<rts.units.Unit type="Base" ID="1" player="0" x="2" y="1" resources="0" hitpoints="10"></rts.units.Unit>
<rts.units.Unit type="Worker" ID="2" player="0" x="1" y="1" resources="0" hitpoints="1"></rts.units.Unit>
</units>
</rts.PhysicalGameState>
Terrain Values
0= open ground1= wall (impassable)
Map Design Guidelines
- Maps should be symmetric for fair play (rotational or mirror symmetry)
- Common sizes: 8x8, 12x12, 16x16, 24x24, 32x32
- Each player needs at least one Base and access to Resource nodes
- Resource nodes are neutral (player="-1") with resources="20" typically
- Consider chokepoints, open areas, and resource placement for strategic variety
- The competition uses
maps/8x8/basesWorkers8x8.xmlby default