As we are building a tile-based isometric map, the whole map is composed grid-by-grid. Every grid is set to a number which represents the graphic of that grid.
When the map dimension is getting larger and when the amount of maps is getting bigger, inputting the texture information into the external map data file can be time-consuming. We usually build a map editor for fast development on the huge amount of map data. Like Warcraft has its own map editor, we will have our own editor for the Flash virtual world.
Building a map editor here can also be a good summarized example for the whole chapter. We will make use of different techniques that we learned in this chapter including tile texturing and coordination conversion.