Fire Emblem Heroes Wiki:Tutorials/Adding new maps

Page names
The page name for the battle should include the stage name and stage epithet, but not include the stage title (examples of titles are Chapter 1: Part 2, Paralogue 20-3), unless potential conflicts could happen (example: blessed gardens have their titles included such as in Fire 1: Main Gates, Earth 1: Main Gates).

Boilerplates

 * Project:Boilerplates/Main Story maps
 * Project:Boilerplates/Paralogue maps
 * Project:Boilerplates/Rival Domains maps
 * Project:Boilerplates/Legendary Hero maps
 * Project:Boilerplates/Bound Hero Battle maps
 * Project:Boilerplates/Grand Hero Battles
 * Project:Boilerplates/Tempest Trials maps
 * Project:Boilerplates/Tactics Drills maps

How to find out the slot order of an enemy
Enemies have distinct slot order in which they are deployed, just like player units. It can affect movement order, attack and assist orders, as well as targeting for player's autobattle AI. Enemy slot order has no identifier at a glance, although generally named heroes will have lower slot number than generics (not always the case of course). To be clear, slot 1 is considered the lower slot number.

To check slot order: the generally most comprehensive method for most maps is to reduce all enemy units' HP to 1 (easiest using Azama with Pain staff), have a single unit in range and able to kill all enemy units, and then auto battle. The enemy who is killed first has the highest slot number, and the process can be repeated until the slot order is determined. However, it is important to note that the enemy cannot have a special that would activate off of the attack (i.e. Aegis if you are using a ranged unit to test, Pavise if melee). Also, if the enemy has Vantage, you either need to avoid the counter by attacking from the opposite range, have enough Def/Res to take 0 damage, or a Hardy Bearing seal to cancel the Vantage.

The enemies don't need to be at 1 health specifically, but they need to have the same amount of HP, and your finisher unit must be able to kill without taking damage in return nor causing the enemy special to activate. But sometimes when a map is too difficult to slowly whittle the enemies down, you can engineer a way to reduce two enemies to the same HP to compare any two enemies at a time using this method.

A second test that can help determine slot order is to check their move order. This test can only help compare enemies of the same movement tier: melee w/o assist, ranged w/o assist, melee w/ assist, ranged w/ assist. If two enemy units with the same movement tier are the same distance away from the closest of your units, then the one with the lower slot number will move first. Distance includes terrain inhibitions of the enemy unit, so if there is untraversable terrain in the way, the shortest path must be drawn. In addition, terrain that slows movement (forests for infantry, trenches for cavalry) counts as 2 and 3 tiles respectively in terms of distance if it's contained in the path.

A third test, which is more practical in 0 stamina maps, is to let a weak unit who gets 1HKO stand in range of multiple enemies. However, this is a very restrictive test because the enemies with higher movement range have higher priority than lower movement range units (i.e. cavalry will take the kill over infantry/flier, infantry/flier over armor). Armor March and Armor Boots effect on armor increases movement to 2 for this consideration, and similarly Gravity debuff decreases movement to 1. Also, units with Poison Strike, Pain, Panic, Seal Def, Seal Res, and a select few daggers will have priority. But barring the presence of those skills and if movement ranges are equal, the unit that takes the kill has the higher slot number.

There are some other edge-case scenarios that can help determine slot order of enemies, but they either inconsistent between maps, impractical, or both.

Images from the game files

 * See Fire Emblem Heroes Wiki:Extracting game assets for help on obtaining game files


 * Map backgrounds are located in
 * Banners are located in

Navboxes
After a map is added, it should also be added to its respective navbox template at the bottom of the page.

Grand Hero Battles

 * Create a new  page using Grand Hero Battles Boilerplates.
 * Update Grand Hero Battle maps, including a placeholder file name in the Promotional Art section.
 * Update Special Hero Battle maps archive.
 * Update Template:Special Maps Navbox.
 * Update Template:Current Events with exact time if possible.
 * Update nextMap parameter in the last Grand Hero Battle / Bound Hero Battle page.
 * When the map is available:
 * Create a new news page titled.
 * Update the description text in Grand Hero Battle maps with the text from notifications.
 * Update Special Maps.
 * Upload the character banner (named ) from notifications if possible.
 * Upload the promotional art (named ) from notifications if possible.

Bound Hero Battles

 * Create a new  page using Bound Hero Battles Boilerplates.
 * Update Bound Hero Battle maps, including a placeholder file name in the Promotional Art section.
 * Update Special Hero Battle maps archive.
 * Update Template:Special Maps Navbox.
 * Update Template:Current Events with exact time if possible.
 * Update nextMap parameter in the last Grand Hero Battle / Bound Hero Battle page.
 * When the map is available:
 * Create a new notification page titled.
 * Update the description text in Bound Hero Battle maps with the text from notifications.
 * Update Special Maps.
 * Upload the promotional art (named ) from notifications if possible.

Legendary Hero Battles

 * Create a new  page using Bound Hero Battles Boilerplates.
 * Update Legendary Hero Battle maps.
 * Update Special Hero Battle maps archive.
 * Update Template:Special Maps Navbox.
 * Update Template:Current Events with exact time if possible.
 * When the map is available:
 * Update the description text in Legendary Hero Battle maps with the text from notifications.
 * Update Special Maps.

Rival Domains

 * Create a new  page using Rival Domains Boilerplates.
 * When the map is available:
 * Create a new notification page titled  when the map is available.
 * Update Special Maps when the map is available.

Tempest Trials

 * Create a new  using Tempest Trials Boilerplates
 * Update Tempest Trials
 * Update Template:Main Events Navbox

Tactics Drills

 * Create a new  using Tactics Drills Boilerplates
 * Update Tactics Drills
 * Update Template:Special Maps Navbox
 * Create a new notification page when the map is available.