Overview
This chapter and its sub-sections describe the tools available in Eldiron Creator.
Map Tools Specifics
Some tools are specifically designed for map editing and display a common HUD. These include:
- Vertex Tool
- Linedef Tool
- Sector Tool
- Rect Tool
- Builder Tool
- Dungeon Tool
The tool strip also contains mode toggles below the main map tools:
- Authoring
- Text Play
- Palette Tool
Terminology
- Vertices: Points that define the corners of geometry (edited via the Vertex Tool).
- Linedefs: Lines that connect vertices (edited via the Linedef Tool). Used to create walls, doors, or paths.
- Sectors: Areas enclosed by edges (edited via the Sector Tool). Used to create floors, ceilings, or other surfaces.
Navigation
You can navigate the map using:
- Trackpad: Swipe to move around.
- Arrow keys: Move the view in any direction.
- Mini-map: Click on the mini-map in the Region section to jump to a location.
- Mouse wheel / Trackpad + Ctrl (Mac: Command): Zoom in and out.
HUD Overview

- The upper-left corner of the HUD shows the current map position, which is also marked by a yellow rectangle on the map.
- The numbers 1, 2, ..., 0 represent subdivisions of the map:
- 1 = Largest subdivision (for broad layouts)
- 10 = Smallest subdivision (for fine details)
- Larger subdivisions help create detailed maps, while smaller subdivisions are useful for general layouts.
- In 3D views, the HUD also contains a
GEOM / DETAILswitch:GEOMedits world geometry.DETAILedits the active surface profile directly in 3D.
Keyboard Shortcuts
When the map view has focus, you can use the number keys (1-0) on your keyboard to quickly switch between subdivisions, instead of clicking on the HUD.
In 3D geometry views you can also use:
G: switch toGEOMD: switch toDETAIL
Tile Icons
The icons in the upper-right corner of the HUD are tool-specific and allow you to assign tiles to the selected geometry using the Apply and Remove buttons.
With the Builder Tool, the same HUD area is used for builder slots instead:
- material slots such as
TOPorLEGS - item slots used to attach child builder assets
While Builder is active, contexts that would normally switch the lower dock to Tiles show the Builder Picker instead.
With the Dungeon Tool, the lower picker area shows the Dungeon dock instead:
- a structural tile palette for conceptual dungeon cells
- a TOML settings panel for dungeon generation parameters such as floor base, height, and door settings
With the Palette Tool, the lower picker area shows the Palette dock instead:
- a palette board for selecting and reordering palette entries
- a material inspector for roughness, metallic, opacity, and emissive
Apply ColorandClearactions for palette-based assignment
3D Detail Editing
DETAIL replaces the older separate surface-edit workflow. Instead of switching into a dedicated editing-surface mode, you stay in the normal 3D view and click the wall, floor, or ceiling you want to edit.
In DETAIL:
Vertexedits profile vertices.Linedefedits profile edges and creates profile geometry.Sectoredits profile sectors such as holes and cutouts.
Profile-specific actions such as Window, Gate / Door, Recess, Relief, Clear Profile, and Create Prop appear when they are applicable.
Authoring Mode
The tool strip also contains an Authoring toggle. When enabled, contexts that would normally show the Tiles dock show the Authoring dock instead.
Authoring mode lets you enter TOML metadata for selected sectors, linedefs, entity instances, and item instances.
For the full workflow and metadata format, see Authoring.
Palette Mode
The Palette Tool is another bottom-row mode toggle. When enabled, contexts that would normally show the Tiles dock keep the Palette dock visible instead.
Palette mode is used for:
- editing project palette entries
- changing palette material properties
- applying palette-index sources to geometry and Builder material slots
For the full workflow, see Palette Tool.