Map Maker

***"Wouldn't it be so cool if this game have the map editor feature that allows players to make their own map and playtesting them and submitting these maps?"***
- Brawl stars players
The **Map Maker** or **Map Editor**, is a feature that allows players to create their own maps in the game. Anyone who plays this game can create their own maps. To access to the map maker feature, tap on the settings icon then press the "map maker" button beside the "credits" button. This is not a game mode but an extras. This is based on a popular feature that appears in many games in the traditional game consoles like the PSP, many of the PSP games have the "level editor" feature (there can be other names that depicts the same thing) that players can build test and save&submit their own levels...

When you accesses to the map maker, you are are asked to create a new map or to select an existing map (explained later), when you select the "create a new map" button then it will ask you to choose a game mode then the environment for the map ~~(however there is only one available environment in the brawl ball and smash n grab mode but its not confirmed)~~ and the size of the map (default size is 17×33 for small maps and 60×60 for showdown maps) and the time of the game (bounty heist brawl ball (including overtime), these settings can be changed at the later time and anytime. After selecting the map configuration you will be sent to the map making screen. The map will be empty but the objective item will be located on the map by default which cannot be deleted, but they can be moved to anywhere on the map and its not necessarily limited to the center of the map for example. The player can also adjust the property of the object when its on the map: example includes the gem mine spawn speed, safe health, and the power-up box health etc.

In the map editor screen, the player can pinch to zoom in or zoom out to (to suit the editing), and the player can tap or drag objects that is from the bottom part of the screen (interface) to add it into the map. All the objects can be used in the map and everything is initially available to use for the map, which means that it does not need to be unlocked to use unlike in some console games. There are many different kind objects that can be added into the map, the interface shows the 5 available objects and the player can press the arrows to see more objects and add. The objects that are added into the map cannot be rotated, because it dosent really serve a purpose to the game as the real game does not use the rotation feature and just uses the different looks of the same object. The wall tiles has patterns on top of it which makes the walls have multiple looks, these patterns are not random and has usually 2-3 different looks. The walls pattern can be changed by clicking on the wall tile on the map and it will show you which wall pattern you want, of course this is aesthetic and does not affect how the walls works.

There is a very useful and important function in this feature is that players can import and export their map files so that they can safe keep the file and will never get lost and to easily send the map file from the storage to the account, the import and export feature also allows players to share their map in the raw format much easier to the other players and the developers. Their exact function are explained more below. This cool and important feature is based on the **PSP save file system** that allows players import and export their save files to anywhere and which can also saves the import and export files inside the console or the memstick.

## The Buttons (Editing)

These are the command objects to perform in the map editing and different buttons pressed will yeild different results, there are at least one buttons at each corner of the screen in this case and these are the buttons: QUIT, Eraser, Undo, Redo, Save, and Textures.

### Eraser icon

There is an eraser icon at the top right side of the screen, it is used to remove unwanted objects from the map. Tap on the eraser icon to activate it, when its tapped the icon will show the whole black part of the eraser icon becomes white to show that its active. The player can tap an unwanted object to remove it individually or to hold down for 0.5 seconds to remove that object under the finger and it starts the "cleaning sweep" phase, the player then drag the finger and it removes all objects that the player has moved the finger over on and let go the finger to finish, tap style is good for removing single or multiple individual objects that are quite far from each/oneanother and the drag style is good for clearing large area of the map or many objects that are clustered together. There is a new feature added to the erasing tool, is that the player can now use two or more fingers to tap on the respective two or more objects be removed at the same time and by holding and dragging two or more finger at the same time to clear multiple clusters of objects with each cluster clearing with each finger at the same time. And to finish using the eraser tool, the player will click on the eraser icon to deactivate it and the white fill will turn back to black colour.

### Quit

The quit button is located at the top left of the screen, its red in colour. Pressing that button will popup a message with a white background saying "Do you really want to exit the map editor?" there is a green "yes" button at the left side and the red "no" button at the right side. Pressing the "yes" button will exit to the main menu and pressing the "no" button will go back to the map editor.

### Save

The save button is located at the bottom left of the screen, it is green in colour. This is the button that you can save your maps into your brawl stars account (not apple id account though the brawl stars account is based on the apple id), when you press the save button the save screen will pop up and shows you the save slots that you want to save on (initially all is empty and it will show a "+" inside that one slot thing so show that its an empty slot). You can have the maximum of 10 save map files per account and the slots are shown in the 5×2 arrangement and without scrolling you can see the first 2.3 columns out of the 5 columns, the first slot is reserved for the autosave slot (explained later) which means that you can have maximum of 9 manual saved maps, you can view the rest by scrolling right. When you tap on a slot to save on, it will save your map file to that slot and shows a message of "your map have been saved." and shows the map preview image on that slot that you saved on.

When you already save the map on a file slot, the save button will become "Save (3)" from "Save" to shows you that its already saved in the existing slot 3 and when you press the save button again, it will shows the message "Saved!" without having to choose the slot to save again because it knows to save on slot 3. The save will overwrite the previous save file on the same save slot because its essentially the latest revision of the map.

#### **Autosaving**

The autosave feature exactly does what its name does, when you are editing the map your map will be saved automatically to the first save slot (top leftest). The save frequency is **real time** which means that it will save into the autosave slot at the latest time which means nothing is lost from your last action should any error aries(verb). Its purpose is to **prevent players to lose their work** if its unsaved when the error happens like app crashing or battery depletes so that the player can retrive the work in the autosave slot when these shits happens. The autosave slot will save as soon as you create a new map or open any maps in the other existing slots, so be careful about it and remember! to manually save your files for permanent storage!

The autosave slot is like the regular save slots (mannual) but since its not a permanent slot as its a special kind of save slot, the player cannot copy from the autosave map, can view image of the map, cannot export, cannot play, and can delete the autosave file with the delete button but its quite unnecessary as the autosave is very active. The player have to go to that autosave file and then save that file into the either of the other 9 slots to be able to use the Save Files interface buttons.

### Undo and Redo

The undo button and the redo button is located at the bottom right of the screen, these pair of buttons are vertically arranged and they are located right above the textures button, they are blue when available and grey when unavailable. The undo button allows you undo your mistakes in the map, it can undo up to last 10 actions that the player has done, the redo button allows you to redo your undone work if you think you like the arrangement before the undoing or when accidentally pressed on that undo button. Be careful, the redo button becomes unavailable when presssing the undo button and then places or do something else, because this is recognized as the latest revision of the map (and no longer that one) and its also explains about the grandfather paradox thingy, the redo button will not reset when the player just taps on the objects on the map to view it or to pan around the map because there are no changes made to the map. When the player saves the map and then quits the make maker and returns to the same map and edit, these buttons (respectively depening if the redo button is available) are still available as these memories are not lost as the undo history are **saved on the file**.

### Textures

The texture button is located at the bottom right of the screen and its located below the undo and redo buttons, it is also blue in colour. This is the aesthetics features for the map which is use to decorate the floor with the objects and the floor itself. When the player taps on the textures button the regular objects interface (spawn, walls, bushes...) (regular mode) will switch to the the textures objects interface (texture mode), and tapping on it again will go back to the regular objects interface (the word texture remains unchanged). In the textures objects interface, the regular objects (spawn, walls, bushes...) will be switched to the texture objects like the small mushrooms, the bumps of lines, the faint polygon mark, floor colour toning, and the broken railway tracks etc. in the interface list. The texture objects that are placed on the floor can be resized (not sure if should be able to rotate) because they do not affects the mapping and they are not limited to the fixed tile placement (as far i can see for some like the textures on the floor itself). The eraser tool are affected by this button: when you are in the texture mode the eraser will only erase the textures objects and does not erase the regular objects and vice versa.

If the player dosent know how to design the textures for the map as it requires alot of placement and details, the player can hold on the texture button for 0.5 second make the map automatically generate the textures for the map (to the same textures on the real maps with the same environment), the player can still add and modify textures after the auto textures gen command.

In every map (including mines but i am not sure why mines havs shadows since its not outdoors), every objects would have a shadow beside it and the shadows direction is directed at the bottom left of the every objects that has a height (the sun shines from the top(height)-forward(width)-right(length) of the battlefield). The player can also change the shadows direction to give the map (and its feel) abit more uniqueness, to change the direction tha player would press the textures button then scroll to the right to find the 3 dimensional joystick "icon" with the current shadow direction below it, then the player would mode the joystick to change the direction of the shadows beside the objects and the shadow under the joystick "icon" will also changes (for fun interactive purposes).

## The Buttons (Save Files interface)

When you exit the map editor and presses the "map maker" (besides the credits button once again), you are are asked to create a new map or to select an existing map (again), and now you selects the "existing map" and it will shows the files slots of the empties ones and the existing ones (your saved map files that is in the slot that you saved on) in the 5×2 arrangement order (as usual) which will shows you the 10 total slots including top leftest being the autosave slot, you can navigate the slots by scrolling left/right or by pressing the left/right arrow which will scroll 1 column of slots per arrow taps. To edit the map again, you would click on the center of the save file and it will send you to the map maker area which is easily reassessed. There are buttons of options that are located under the map image (the slot that is not empty) or the lower part of the save slot (the slot that is empty). There are also a green number that appears at the top left of the saved file slot and it shows how long has it been since the last time the player has saved that map on, the number turns red when the map cannot be played due to absence of spawn points (explained later) which is a must for the map to be played, that red colour is just an indication that it cannot be played.

### Copy (Saved)

The first one is the copy button, its is a paper icon that is on top of the sky blue background, it is located at the left most of that saved file slot. Pressing that button lets you copy the map file to one of the empty save slots then press on that empty slot to paste it on. This function acts like the duplicate function and the "backup" function.

### Image view (Saved)

The second one is the image view button, it is a camera icon that is on top of the unsaturated yellow background, it is located at the left side of that saved file slot and its right side of the copy button. Pressing that button will open that map in the **image form** so that the player can view the whole map (able to zoom in/out and pan and rotate). The player also have the option to save the map image in **full definition** by double tapping the screen, doing this will save that full size image to the devices' gallery in .jpg format and **without any fucking watermarks**. To exit the image view the player has to tap on the screen once to make the exit button to appear at the top left of the screen and presses the exit button.

### Export (Download) (Saved)

The third one is the export button, it is an export icon (a paper icon with an arrow pointing to the right on top if it) that is on top of the light purple background, its located at third to the left and second to the right. Pressing that button allows you to save/download your map file into your local device storage or to save to your dropbox or google drive accounts (called online storage services). The saved map file format is to be determined (might be a raw file format), the file must be still editable when its redownloaded (like the svg kind sort of so to allow modifications). This is like the backup function and its really important should the player lost access.

### Play (Saved)

The fourth one is the play button, it is a play icon that is on top of the unsaturated green background, its located at right side of the buttons. When you press that play button, it allows you to playtest your own map in the **bot brawl** format (1 player and 5 bots in team games or 1 player 9 bots in showdowns) (called **practice** in post dec 7 update). During the gameplay the player can quit anytime by pressing the quit button at the bottom right screen, it will send you back to the save files screen. There are no fucking rewards for completing it because it a custom map lol. When you have finished playing the map and you think its a good map then you can share and play the custom map in your room and go to "choose map", "friendly" then scroll all the way down to find your map (below pinhole punt). Note that the custom maps are located below the pinhole punt map and below it its sorted by gamemodes of the custom maps.

The play button would be greyed out instead of the green which makes the map cannot be played if the map dosent have sufficent core objects placed in the map because its considered "incompleted", apparently the spawn points are the only core objects in the map maker and is the only object that determines if the map can be played or not dependings is the spawn points are present or not, the objective item is also the core object but it cannot be deleted thus technically there are two core objects which are the spawn points and the objective items.

### Delete (Saved) (not part of the bottom buttons)

The delete button is found at the top right side of the save slot, the delete button is a red circular button with a white "×" on top of it. Its function is to make your saved file disappears hence its name. You press it when you want to get rid of this map. When you press the delete button it will confirm with you if you really want to delete that map and when you press the "yes" the file is deleted. If you accidentally deleted a map that you want, then contact brawl stars about the lost map to get it back.

### Create (Empty)

On an empty file slot, there is a big brown "+" mark on it to shows that its an empty file, and when the player attempts to click on it, it will shows "The slot is empty." message. The "create" button along with the "import" button are also the buttons of options that is also located at the lower part of the slot itself, and they are available on an empty file slot as these 2 commands are incompatible on a saved file slot.

The first one is the create button, it is a plus icon that is on top of the bright green background, it is located at the left side of that empty file slot. Pressing this button will bring you to a new map editing space and automatically saves that new file on that respective slot that the player has press the "create" button on.

### Import (Upload) (Empty)

The second one is the import button, it is the import icon (a paper icon with an arrow pointing to the left on top if it) that is on top of the light pink background, and it is located at the right side of the empty file slot. Pressing this button allows you upload a map file form your local device or from an online storage service to put that file into that respective file slot.

Final notes: The saved slots does not support the "create" and the "import" button and the empty slots does not support the "copy", "image view", "export", "play" and the delete button as these buttons and their function does not suit on the opposing file properties.

## Playing your maps

When the player have saved a map into the save file in one of the nine mannual save slots, the player can quit the editor and go back to the the map maker and then go to the existing maps by pressing the "existing maps" button once again. When the player presses the "existing maps" button, it will bring the player to the save file interface and there would be a map file that is shown on the slot that the player has saved at, if you saved on the right side of the slots you would need to scroll accordingly. To play the map the player would press the play button located at the lower area of that file slot to play the map. Make sure that you have sufficient spawn points for the map to become valid and playable, indicated by the last saved time text colour (green is valid and red is invalid).

### Playing with friends

You can also use your maps to play with your friends with the "GAME ROOMS" feature. As usual you have to invite them via the roomcode or the advertise to band. You only can play custom maps in the friendly mode and not ranked mode because its custom after all and not everyone has the same map. To select the custom maps you want to play, you would need to choose a map then press the "friendly" tab besides the "ranked" tab then scroll all the way down to find your maps that are saved in the brawl stars account, the custom maps are located below pinhole punt map and are arranged by modes also. There is also an upload button below your custom maps list which allows you to **temporary** import map files from your local device or an online storage service into the friendly map list, and these maps would disappears when the room creator quits the room and it would need to be imported again in a new room later, the reason is that these maps are not stored in the brawl stars account. The valid maps would have its normal appearance and the invalid maps are greyed out and tapping on an invalid map it will say "This map is incompleted!". Once you selected the custom map in the room you and the players can press the "i'm ready" button to start the match on the custom map.

### Submiting your map as a new map idea for the real game

Do you think the maps that you created is balanced and more importantly interesting enough that it should appear in the real game? If so then its really cool! You can suggest your map idea to the brawl stars in game message to suggest to them about this map to be added to the real game, and the player also attaches either an image file or the map file itself (map file is better because it has full information needed for the map implementation) either from the player's account or from the device save file itself to the brawl stars developers. Your map might make it into the real game if its good and interesting enough, your map might be tweaked by the devs for better balance before adding to the real game.

You can also suggest your map idea to the shit reddit and post a your map in the "submit a new link" button with the title: **[Idea] Your map description** and upload your map image file or the map file itself and then submit and post your map. This is a public site that any redditors would be able to see your post when they visit the shit reddit, which means that other people can see your map idea and you would post here if you want others to see your map idea. You might also want to tag **u/brawlstars** in your comment on that map post to notify them about this post so that they can see your map post.

On day you might see them saying in the news:

* New Maps! **Your Map Name in Gamemode**, and other maps...

## List of Objects and Tiles

*Main article: Tiles*
The player can use any tiles that exists in the game to places it onto the map, including objects that does not fit into the environment theme like the cactus (obstacle) in the mines (smash and grab environment) (in the real game there are no cactus in the mines). These objects and tiles cannot be rotated as they are viewed from the different angle form the different teams (OR CAN?). There must be enough initial spawn points in the maps to make the map playable. In this list it mainly explains the tiles and what you can do to it in the map editor and the general interactions with each objects instead of the general explanation of each of time.

* **Spawn points (initial)**: This is the tile where the players will spawn during the start of the battle. There must be at least 6 on each map and 3 for each team, and can have more than 3 spawn points per team (dosent have to be same amount of spawn points per team). When the player places the spawn points on the floor, it will ask you which side of the team would spawn on this point. Important note: there must be at least "numbers of brawlers in a team" spawn points for each team for the map to be playable. In showdown, if the player puts less or more than 10 spawn in a showdown map then the showdown game will have amount of brawlers in the map that the amount of spawn points that the player has placed, so it means if you want a mini showdown then you can just place 5 spawn points and 5 people can play, the minimum spawn points required for showdown is 2 and maximum is 10.
	+ **Resapwn points**: This is the tile where the players will spawn after they are defeated, available for all modes except for showdown. There must be also at least 6 on each map and 3 for each team, and can have more than 3 respawn points per team (dosent have to be same amount of respawn points per team). If the respawn points arent placed in the map then the respawn points would be same as the initial spawn points. When the player places the respawn points on the floor (by placing the spawn point on the floor and then adjusting its properties), it will ask you which side of the team would respawn on this point. This is unavailable in showdown.
* **Walls (regular)**: When the player placed the walls in the map, the wall would be placed on the map and it would initially be the wall that fits into the environment and its first pattern. The player can change the walls appearance by its colour (environment) and the patterns (details) of each walls.
	+ **Indestructible Walls**: They cannot be destroyed. When the player place this tile on the map, the player can change its looks between the brick walls (brawl ball) and the metal walls (robo rumble). Each of these walls only have one looks so its patterns are not adjustable. This object is located in the different part in the object selection area.
	+ **Boxes and Barrels**: They functions exactly like the wall tiles except that their appearance are boxes. When the player places this object, the player can toggle its looks between the box or the barrel itself. This object is located in the different part in the object selection area.
	+ **Crystal walls**: This tile is also a wall, it glows occasionally and when hit. This object is located in the different part in the object selection area. The crystal wall is native to the mines
* **Bushes**: When the player places those bushes on the map, the player can toggle the bushes between fresh (green) or dried (yellow), the fresh bushes will regrow after 35 seconds upon destruction and the dried bushes will not regrow when destroyed.
* **Destructible obstacles**: It will appears as bones or a vase initially depending on the type of environment the player has selected (initially bones in the mines or initially vases in the jungle/oasis bounty maps), and when it is placed on the map, the player can change it looks between bones or vase appearance.
* **Obstacles**: The obstacle tiles are destructable by super attacks and regrows after 35 seconds later. When the player places it on the map, its appearances can be changed to cactus or mushroom, deafult mushrooms in the mines and default cactus in dryland.
* **Fences**: The fences functions similar to the walls, but its thinner than the regular walls. This tile comes in two kinds which are stright and L-shaped (represents cornering). When the player places it on the map, it can be rotated and its the only object that can be roatated because of its unique property that its hitbox isint one full tile and its direction dependant object, both the stright and the L-shaped fences can be rotated. The fences only have one different appearances and cannot be changed in looks, although it might have a new appearance with its other environments versions of the fences. The fences will automatically connect to one another when its next to one another and the rotation is correct and it its the edge fence then it will automatically have a large wooden piece connected to its ends.
* **River/lake tiles**: This is the water tile, when placed the water tiles on the map the lakes' shaping would be adjusted according to the shape of the lake when its large enough, example is rounding the corner part of the river (though this can be applied on 1×1 water tile).
* **TNT box**: When placed, the player can adjust the TNT box's hitpoints and also its damage and the explode radius.
* **Powerup box (Elixir box)**: Only applicable in showdown mode (and other modes that uses the powerup box). When placed, the player can adjust the the powerup boxs' hitpoints and maybe the amount of powerups it would drops in that box (box will indicate how many it drops by its distinct appearance).

### Objective tiles

These are the key item in the gamemode and it cannot functions without these item in the respective gamemodes, they cannot be deleted and can be moved to anywhere on the map and its properties can be edited. Although the center star in the bounty mode is optional and there can be more than one. The showdown mode dosent have a core object.

* **Pickable star**: This is the core object in the bounty mode, this is the object which is the center star that appears in the bounty maps. This is only the object as an objectives tiles that the bounty maps can function without and there can be more than one stars in the map which the player can place, this object can be placed and deleted like the other regular objects.
* **Safe**: This is the core object in the heist mode and it appears at the defenders' spawn. The heist games cannot functions without the safe so it cannot be deleted, the player can move the safe to anywhere on the map and adjust its hitpoints.
* **Gem mine**: This is the core object in the smash and grab mode and it appears at center of the map. The smash and grab cannot functions without the gem mine so it cannot be deleted, the player can move the gem mine to anywhere on the map and adjust its crystal spawn frequency.
* **Ball**: This is the core object in the brawl ball mode and it appears at center of the map. The brawl ball cannot functions without the brown ball so it cannot be deleted, shit there is nothing the player can do to adjust its properties (maybe the kick distance?) other than moving its initial position.

### List of textures

Textures are aesthetical objects that are used to add details to the map, it does not affect the map interaction itself and it is uninteractable. Different textures objects do appears throughout the different maps in the game and it usually fits with the corresponding environment. The floor object textures are set to spawn in randomized locations of the map and you have the ability to turn on of off the randomness of the spawning locations (amount is still the same as palced). The type of textures are devided into 3 different kinds:

#### **Object textures**

Note that object textures and floor textures things are not snapped to tiles because they are just decorations.

* Bones (long)
* Bones (6 pointed)
* Seedling
* Bones (Skull head)

#### **Floor textures**

* Floor gradients (not an object itself, its an option to directly adjust how the floor looks)
* Polygon prints (variable, can be squared or uneven shaped) (sizes can be different)
	+ (Flat/"Printed")
	+ (Concave)
	+ (Convex)
* Long cracks
* Broken railway
* Sealed entrance cart door (connected right next to the broken railway) (wall)
* White ink on the grasses (tile by tile), like changing the grass colour by ink (brawl ball).

#### **Weather textures**

* **Red** or "The end of the world" skin or Apocalyptic weather skin: it is the redder tone lighting that affects the whole map itself (as you can see in the boss brawl map)(like the end of the world like weather sky), its not technically a texture object but its considered a texture feature because it also serves for the appearances of how the map looks. To add this "**effect**" to the map the player just have (scroll to right enough and find this texture and) tap on it (at the bottom of the screeen along with the other textures) to add and tap again to remove.
* **Blue** or Nighttime weather skin: this is the same texture class as the the "end of the world" weather skin, its makes the map bluer in toning which looks like the map that takes place in the night time. This weather skin is used in the robo rumble maps as the myth says that the robots would attack during the nighttime. This texture option is located next to the red weather skin selection and the method of application is same since its part of the textures.

### Environments

*Main article: Environment*
The **environment** represents the location of the map that would take place in, different maps would take place in different location throughout the globe. The mines, jungle/oasis, and drylands are the environment that already exist since the begining of the game.

#### **Mines**

All Smash and grab maps and Hall of the Mole King boss fight map uses this environment and it takes takes place in the in the caves with crystals. This is an only indoor location out of all environment because its inside the caves so it means that the floor is dark in colour and the bushes are darker toning due to insufficient sunlight reaching to our eyes, there are also the crystal walls here which is native to this environment. The objects in the map still has shadow however which makes shits really weird since its indoors.

#### **Jungle/Oasis**

Some bounty maps takes place in the jungle/oasis map, there are only 4 bounty maps out of all uses this environment. This environment is used on certain maps to fit the map itself into the theme. Maybe we might see a new gamemode that uses this environment very well with.

#### **Dryland**

The dryland is located in the common wild west areas like in the town or somewhere near it and this is a popluar map for the western fights to take place in, as its name states it is an empty land that looks like a desert and there is not much water there, its common to find the cactus and the bones in this environment and occasionally a lake too. Maps that uses this environment are some bounty maps, showdown maps, heist maps, calamity canyon map, and robo rumble maps. Showdown maps also takes place in the same environment but its slightly different because the showdown environment have higher content of toxicity in the location itself due to the poison clouds, and its called Poisoned Dryland.

#### **Soccer Pitch (official name)**

This is one of the added environment to the game which is during the september 4 2017 update. It features the whole map with grasses all over the floor and there is always a goal post at the end of the map although it can be removed if used for other purposes. This environment is used in brawl ball maps because this is the exact purpose for this environment for.

## Theme used

The theme used is the Brawl Stars main theme music (Old) as the player presses the "Map maker" button besides the "Credits" button. This is one of the awesome ways to commemorate with the old theme song and the western theme.

## Other new features

These features are listed after i have completed the initial concept of the map maker and i have thought of some more features for this feature.

### Upload custom looks for your walls etc.

Like the floor texture objects randomness, the walls patterns are also randomized on every matches with the saved textures files of it, you can also choose to turn on or off the random patterns since you have the option to select the textures of the in game walls.
Want your walls looks really unique like no other? You can actually do this now. To use your own textures for tiles like walls, you have to double tap on the wall at the selection area (not the existing walls) and then there are a speech bubble that shows that you can upload a picture from your local storage or from an online storage service and use that picture from it then you can rotate and zoom to crop the image to your liking then press done and you have your custom textures walls, note that the top of the wall and the front wall has each its own looks as shown in the picture thus 2 total pictures. The zooming and the cropping of the texture can be edited double tapping on the texture itself and can be removed by holding it then press the "×" (with confirmation). You can choose to switch to the default looks of the walls or the uploaded looks of the walls anytime by clicking on it (bottom not existing) again and the uploaded looks will not disappears (which will stays) and the walls settings would be saved till the different one is selected, the upload button is still there and beside it should you want to upload another textures for the walls, you can save up to 10 textures of walls excluding the default walls. As mentioned, the tile settings like the wall pattern or the pattern orientation is adjusted by clicking on the existing walls or by changing objects skins like mushroom to cactus and vice versia.

## Trivia

* This is an idea that is thought by players and its not a leaks in the game, i have created this picture with many individual "sprites".
* You can make an undersized showdown map or an oversized "team battle" map because of the custom map size feature.
	+ Or even a super unbalanced map that heavily faours one team or even crazier, surround the walls around the spawn points to genetically trap them! ahhhhh! These kind of maps will not be accepted to become a real map though lol.
		- Maybe you can create a dark sub gamemode with creative maps configuration to unlock the "secret" "sub gamemode", like one team have to accomplish something to destroy the walls around that trapped teammate to free him/her(if not all 3+ trapped and the not trapped must be able to destroy walls) so that the 3rd member can get involved in the fight after the accomplishment. Wow what an intresting idea already that makes people starts thinking about creative ways to make the maps!
* An intresting fact points out that the tap to place or erase is the reference to the tap to move mode and the drag to place or hold and drag to erase is the reference to the joystick control mode.
* The font used in the game and specifically in the map maker picture is Lolita One
* The undo and redo button appearance is based on the microsoft word undo and redo arrows.
* I guess that the "Map Maker" name is used to describe the whole feature itself and the "Map Editor" name is used to describe the map editing part of itself. But its not confirmed and its pretty well aptly named.
* This article tooks me 10+ hours to create per day and this is my second day editing this best article in the world, by **one person** only.
* The save file system works similarly to the **Super Mario 64 DS** game save file system in a very similar manner and its in fact somehow based on this game save file system because my mind was stuck on it and i think it would be a really cool save system like that game.
	+ ​The file copying function is factually based on that game file copying function.
* Wow! this is the longest page article in the wiki.
* **Remember that your custom maps are saved in your brawl stars account, not in apple id nor directly in local storage.**
* ​There are only two kinds of map status which is valid and invalid, the only factor that determines the map is valid or not is if the player has placed sufficient spawn points for both teams in the map.
* "..." Uncertainty...
* I am not sure if the map should allows different environment walls and other objects in the environment that the player has selected, example includes vases in the mines.
	+ If so then events like brawl ball could takes place in different environments other than in the soccer pitch.
* When the player decided to change the gamemode of the map then the previous core object in the mode will be  automatically switched into the new respective object.
* My map maker feature is so powerful that it allows players to create map just like the devs: **The only limit is your imagination**.
* The Textures button is purposely parallelogram shaped and its right side is not flat, so it is to tell players that this is a **different class** buttons of commands and its the same class as the undo and redo buttons.
* This article is featured on the subreddit at https://redd.it/7kk37g.
	+ Hey Sensei Adam, suck my fucking balls for not crediting me at https://www.youtube.com/watch?v=LiLEzLeXTxc&t=768s
* A great idea that was stated by Sensei Adam which is based on this article is to allows the players to submit their own map to the community let the community to vote for the 2 best maps for each mode and make these 2×5 maps top voted to come to the event rotation for 1 months then after that the next set of top voted maps will come to the roation. I would take the credits for this feature by telling players that this is my idea and by making my Bushes of Riches smash and grab map to appear in the game roation for the first month to significant-fy my contents.
* Take a note that on itch.io there is a map maker made by Mordeus (thank you!) but it does have black screen problems so you would say fuck waiting 10 minutes for it to load.