AtlasInfo Editor
Load, edit and visualise your AtlasInfo.txt map file with a live canvas preview.
Atlasinfo Editor for Metin2 Servers
Editing atlasinfo.txt by hand is the kind of task that gets every Metin2 server admin once. You forget which map starts at which global coordinate, two new dungeons overlap, players warp into the void, and three hours later you are still pen-and-paper-mathing offsets. The Atlasinfo Editor turns that whole job into drag-the-map-on-a-2D-grid and download a new file.
What atlasinfo.txt Actually Does
Every Metin2 server keeps a flat text file called atlasinfo.txt that tells the client where each map lives inside the global world. Each line declares a map name, its global X/Y origin, and its width and height. The client uses those numbers for the world map UI, for the cross-map warp logic, and for any teleport command that references global coordinates rather than per-map ones.
If the coordinates are clean, everything works invisibly. If they collide (two maps that overlap on the global grid), the warp engine starts misrouting players, the in-game atlas displays wrong, and even commands like /warp stop landing where you expect.
Why Editing It by Hand Is Painful
- Coordinates are in the 100,000s, with the final two digits effectively decimals. Every offset calculation needs trailing-zero discipline.
- Map sizes have to be multiples of the engine's chunk size. Off-by-one errors silently break the map view.
- Adding one new map after launch usually means shifting at least two neighbouring maps to make room. Each shift is another chance to typo a coordinate.
- There is no visual feedback. You only learn a collision exists when a player teleports into a wall on the live server.
What the Editor Does Differently
The Atlasinfo Editor loads your existing atlasinfo.txt and renders every map as a rectangle on a 2D grid that matches the game's global coordinate system. From there:
- Move and reposition any map by clicking it and dragging, or by selecting it from the side list and nudging with the arrow keys for pixel-accurate placement.
- Live collision detection flags any two maps that overlap. Affected maps get a red frame so the problem is visible at a glance, and the editor refuses to let you finalise a layout that contains collisions.
- Visual scale matches the in-game world, so the relative size of a 4×4 farming map vs. a 1×1 dungeon entrance is what you actually see on screen.
- Map creation by drag-rectangle for adding new maps. Drag the mouse over an empty area, set the size, name the map, done. Collisions are checked at draw time.
- Edit by double-click. Double-clicking a map name in the side list opens a small dialog where the name and exact dimensions can be retyped if dragging isn't precise enough.
Getting Started
- Click Load your atlasinfo.txt to import the current file from your server. The grid populates instantly with every map you currently have.
- No file to hand? Click Load example atlasinfo.txt instead. A reference layout based on the standard Metin2 worldmap loads so you can experiment without risking a real server.
- Click any map, or pick one from the side list, to select it. Use the arrow keys to nudge it. Drag the mouse to create a new map on an empty patch of the grid.
- Watch the collision indicator. Any red-framed map is overlapping a neighbour and needs adjusting before the layout is shippable.
- When the layout is clean, click Download Atlasinfo.txt to export the new file. Drop it into your server, restart, done.
Bonus: Server-Settings Export and the Warp Trick
Alongside the atlasinfo download there is a Download Server-Settings button. It exports the chunk of server-config the engine needs to know each map's bounds. Paste it into your server config and the new layout takes effect without any further manual edits.
One trick worth memorising for GM work: the coordinates inside atlasinfo.txt are written with two trailing zeros that the /warp command does not expect. If your file says a map starts at global 4096700, 5120300 and you want to teleport there, drop the last two digits from each value and warp to 40967, 51203. Same coordinate, different scale.
Common Mistakes the Editor Saves You From
- Overlapping new maps with old ones. Manually it is easy to add a dungeon at the same coordinates as an existing farming zone. The editor refuses to commit.
- Wrong map dimensions. Manually you might write a width that is not a chunk multiple, and the world map renders broken corners. The editor enforces engine-valid sizes.
- Forgotten map. A line accidentally deleted from the txt file removes the map from the atlas without removing it from the engine, producing inconsistent state. The editor catches missing entries because they would not be on the grid.
- Coordinate drift after many edits. Adding ten maps over six months by hand tends to leave a layout with awkward gaps and near-collisions. Loading the file into the editor and laying it out visually surfaces the drift in seconds.
When the Editor Pays For Itself
If a Metin2 server is going to stay still forever, hand-editing atlasinfo.txt once is fine. But every active private server eventually adds custom maps, splits a popular zone, or repositions a dungeon to free space for a new event area. The first time the Atlasinfo Editor catches a collision that would have broken warps on a live server, the tool has paid for the time it took to load.