01 / Place
Shape your battlefield
Every wall section and gate is independent. Move, resize, rotate or delete a selected piece. Its neighbors and dirt roads stay put.
Place a standalone node on land or a bridge: in a match it is Pass through, Attack here or Move here, as every node. The circle shows the spot its units hold. Levels run from your base (1) through bridges (3) to the enemy base (5). Select a point to override its automatic level. In a match, Shift + 1–5 toggles each group. These shared points are not mirrored.
Click a bank to choose the owner. Towers go inside that base; outposts can go farther forward. Mirroring adds both sides together. Added defenses can be dragged or deleted. Keep buildings, trees and walls clear; roads never move.
Draw wall: click a start, then click to extend. Long runs split into editable sections. Start on the blue or red bank to choose its owner. Esc or right-click finishes. Cyan endpoints show a snap.
Lanes (the “lanes” configuration): five polygons, top, top-mid, mid, mid-bot and bot from the blue base's view (red's are mirrored), that must cover the whole map; a gap shows in red. Pick the Lanes layer, click a lane, drag its numbered corners (a corner two lanes share moves in both), add or remove corners in the inspector. In a match on such a layout every node is Pass through, Attack here or Move here.
Draw road: click a start, then each bend. Finish / Esc / right-click ends it. Select a road to drag its points, move the whole path, add bends or extend it. Roads are visual terrain; unit lanes stay unchanged. Roads and trees are not mirrored.
Select an added defense, wall, gate, road or tree, then use Delete or its inspector button. Original towers and bridge-linked outposts can be moved, but not removed. Open bases are allowed. River, bridges and castles stay fixed.