With the editor screen you can alter, add to, or erase parts of a dungeon generated with the Build function from the front panel or an on going project you have created from scratch. Once you have chosen your brush from the edit panel, place the mouse pointer over the screen and click the left button. An image of the brush will be drawn on the screen. You can also hold the left mouse button down and paint a continuous series of the image by dragging it across the screen. An explanation is needed here in order to avoid unwanted effects. Each time you paint one of the structural type brushes (wall, hallway, corner, hallcap) it cancels any previous definitions for that square. To see this, you can pick several of those brushes and stamp them down one on top of the other. After doing that, refresh the screen from the menu or type a Ctrl R. When the map is redrawn the last image you placed on the square is the one to show up there. This does not apply to the other images such as doors, stairs, pits, etc. But putting a set of stairs on top of a pit is going to look pretty funky anyway. Here are a couple of examples to show the methodology. Draw two hallways that run parallel to one another and share a common wall. (Example 1) Each of those dungeon squares is defined as a hallway and will be drawn as such. So at the moment you have two ten foot (or whatever) wide hallways running side by side. But you want it to be a twenty foot wide hallway. Click on the first wall image on the brush panel. The wall will be positioned to the "north" of the mouse pointer. Go to the upper hallway and position the mouse pointer inside the hall at one end of it. Hold the left mouse button down and drag the pointer along the length of the hall. If you do a refresh now, it still looks like it is drawing two parallel halls. Now press the down cursor key and the brush image flips to the south of the pointer. Move the pointer to the lower hall and repeat the process you did with the upper hallway. Refresh the screen and you have a twenty foot wide passage. This method comes in handy for altering randomly generated dungeons. If your drawing the hall from scratch and want it more than one unit wide just use a wall brush. Rooms created with the Build button are set up so that all the graphics definitions are contained on the inside of the room with the exception of doorways. The square containing the door definition will be in the hallway outside the room. (Example 2) Call up the editor and set Scale Dots to All. Build a 3 X 3 room by setting up the four corners first. Then draw the sides using the wall brushes and make sure the squares you click on are all inside the room. Press the F3 key to change the Scale Dot setting to Dungeon. You will notice that the middle square of the room is blank. If you want to scale it, click on the eraser brush with the left mouse button. Now click on the blank square and a dot will show up. Click on the east/west hall brush and put a hall outside the room running along the north wall touching it (i.e. the south wall of the hall is the north wall of the room). In order to delete this hallway, click the eraser brush with the right mouse button. Hold the left mouse button down and drag the eraser over the hallway. The top of the room appears to be gone but if you do a screen refresh it is still there. I hope these two examples give you enough information on how to go about altering, creating and deleting dungeon elements with the editor.