Star Trek: Armada Map Editor

This is an Armada 1 map editor.


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File Description
The Map Editor

The Star Trek: Armada Map Editor is released as an unsupported beta tool to allow users 
to create their own maps for Star Trek: Armada.  As an unsupported tool the editor and 
any functionality relating to it may cause unforeseen issues with Armada that cannot be 
supported by Activision Customer Support.  Please read the complete disclaimer in the 
Map Editor License.doc file included in the Armada  By downloading this 
tool the user acknowledges the risks outlined in the Map Editor License.doc and agrees to 
these terms and conditions.

Instructions for Installing and Launching the map editor

Download and unzip the Armada

Place the qedit file in the Armada Root directory.

Create a shortcut to Armada.exe

Open the properties for the shortcut and add  “/edit mapname.bzn” to the end of the 
Target line.

"C:\Program Files\Activision\Star Trek - Armada\Armada.exe" /edit johnsmap.bzn

For each map you want to edit or create you will need to modify the shortcut to reflect the 
appropriate map name.

Filenames should be eight characters or less plus the .bzn extension.

When you click on the shortcut Armada will launch into edit mode.

Edit Mode

While in Edit Mode you can lay down objects, ships, and stations by hitting the 
appropriate function key to navigate the build lists.

Use the Tab key to go back up a level in the build lists.

When over a selected object Left Click and hold to drag the unit to the desired location.

When over a selected object hold down the Ctrl key and move the mouse to adjust the 
height of the object.

When over a selected object hold down the right mouse button and drag to rotate the 

When over a selected object hit the delete key to delete the object.

Double Click on a unit to modify the unit’s statistics.

Hold down the shift key and use the up and down arrows to change the team number for 
units and buildings that are placed.

Use Ctrl-R to specify the map name, background, map size, ambient light, etc. (Note: 
some of the settings in this menu are overridden by the game setup screen as they were 
used while designing single player missions)

Use Ctrl-S to save the map in the add-on directory. (All new maps will be placed in the 
add-on directory by default.)

Hold Down the Alt key and click to drop a point.  This is used to set player start 
locations.  Double Click on the point to name the point Camera_1, this sets the starting 
position for the first player.  Continue this practice for subsequent player’s starting 
positions by incrementing the number, i.e. Camera_2 etc.  Left click and hold can be used 
to drag the point around.  The number of Camera’s that are appropriately named will 
determine the number of players which can play on a given map.

Important Notes

When accessing a new portion of the build menu the editor will pause for a minute while 
it loads the textures for the relevant objects.

Remember not to over saturate your maps with objects.  The more objects the slower the 
game will go.  This is especially true of Nebulae.  Use them sparingly and avoid stacking 
them as one Nebula is just as effective strategically as several stacked on each other.

Nebula effects of different Nebula types do stack, so it is important to remember that if 
you stack a nebula which lowers shields with one which damages a ship you are likely to 
blow up anything which enters it.

Do not adjust the height of stations as this causes serious issues with pathing.

To avoid getting the viewable trapezoid on your minimap when you save, scroll to the top 
right corner of the screen and zoom all the way in before saving. 

When laying down wormholes remember to always lay down two of them as they work 
in pairs.  Example: The first wormhole laid down is connected to the second wormhole 
laid down.  

The Height of wormholes, dilithium moons and black holes is set automatically by the 
game so there is no point in adjusting their height.

You can adjust the map lighting by laying down a light, then double clicking on it and 
using the color option to set its intensity and color. You can then rotate and position the 
light as desired.

The only main functionality we have not described here is how to lay down moving 
asteroid belts.  Details will be released on that soon.

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