View > Scene Hierarchy All objects in the current tile are stored in the Scene Hierarchy. What users see on the radar map is the bounds of the Playable Area. Its edges represent the bounds of the camera and the positions where reinforcements will enter the battle. The Playable Area is an area where units can be ordered to move to. The usable area represents the area where physics is active, it also includes pathfinding. The Usable area is a 2048m squared area, centred on the battlefield. The Tile Map is rendered up to a distance of 8km from the centre of the battlefield. In the game we render this Tile Map, which give our maps that grand scale. Positive Y represents going up.Ī Tile Map is a collection of tiles which are formed together to create a battlefield. The Total War engine operates with Y being altitude. As with other applications in the Total War engine, it is a specific tool, created to perform a specific job. And More! In the current release of the Assembly Kit, we’re only supporting the authoring of battle tiles, but future iterations of the tool with have different features and options.It comprises a number of utilities (called Modes) which enable level designers and artists to build beautiful levels for use in-game. Terry – The Terrain Metadata Editor – is the primary tool for developing campaign maps and battlefields in the Total War engine.