![copy space station id chip copy space station id chip](https://venturebeat.com/wp-content/uploads/2018/06/FireTVCube_6.jpg)
If you want to add some chips to your new den but are unhappy of how they neatly stack on top of eachother, you can change their "pixel_x" and "pixel_y" values in the "edit" rmb-menu to arrange them as you want! (Remember to start and end the value with doublequotes! Also, all custom values are bold so it's easier to identify them.) In fact, most wall-mounted machines on stations are shifted like this, and while they APPEAR to be on a wall, they are actually on the tile in front of it. Try sticking some tables in there, perhaps a vending machine or two. Surround these floors with walls, and hey presto you have a room. These will start with the right make-up and pressure of air on them, which is how you'll want it. Select a turf (floor) from the generic simulated floors. The first step, then, is to be able to create your first few rooms. If you actually want to be able to see anything, I'd deselect area, and tick 'only show selectable layers'. Use layers to select which of area, objects and turf you want to edit. Options>Zoom allows you to zoom out to 50% to see more stuff. Basically just click around all the menus and you'll work out how they work, more or less.
![copy space station id chip copy space station id chip](https://venturebeat.com/wp-content/uploads/2018/09/AirPower.jpg)
You can select areas to copy/paste/delete, or enter add or fill mode when placing objects. From this point on, really, you can begin mapping proper. Also, finding stuff in the object tree can be tedious as hell - right click something you see and you can see its path in the tree - obj/structure/closet/etc. You can have multiple maps open at once - I usually have the default /tg/station map and mine open, and can then shamelessly copy-paste things far more easily. A simple click lets you place one item per tile from each category, while Ctrl-click stacks it on top of all previous ones and Shift-click deletes the topmost item. To build stuff, use the object tree on the left of the UI to select things, then click to place them.
![copy space station id chip copy space station id chip](https://i.ytimg.com/vi/CZEPViOowaY/maxresdefault.jpg)
Perhaps delete most or all of the default station, and build on the now-empty z-level, wherever you like. I'd advise copying this map, and renaming it to, say, teststation.dmm. You can toggle their visibility and interactivity on and off using the layers dropdown.
![copy space station id chip copy space station id chip](http://freedomfightersforamerica.com/yahoo_site_admin/assets/images/FreedomFighters_Logo1b.270122312_std.jpg)
These are the four primary 'layers' that you can see in the editor. Switch from the files tab to the objects tab, and you'll see area, mob, objects, and turf. You'll then get something looking a bit like this: In the file tab, open maps, and then open 'tgstation.2.1.2.dmm', or whatever the current map version is called. When you open it, you'll see a two tabs on the left: file, and object. Set Dream Maker as the default program for opening. You want to open this with Dream Maker a program that'll be in your BYOND folder. In the master folder, you'll see "tgstation.dme". So now you have your folder with the latest code in, and a zip backup to go back to if you break everything. You won't be able to push to the GitHub repo or anything, but that's complicated and something you can get round to later. To do this, go here and click the ZIP button next to clone this in windows. First, you need to get yourself a copy of all the files for editing. I have no idea how experienced anyone reading this is, so I'll start from the top and try to assume little. Written for those with any or no idea of how to use the map-maker. It is important that you use the Map Merger tools before commiting any changes to a map. 13.1 Pesky var edits for the `something` var are all over my map.10 Step_x, step_y and the broken movement syndrome.4 General Station-wide Mapping Guidelines.