Instructions on how to use TM:
1. Loading a picture
The first thing to do when you enter TM is to load a picture, which will be your
map background. If you have a saved state (see below) you can restore it. These
options can be found in the File menu.
2. Selecting a grid
Now we must define the size and position of the grid in order to tell TM where
players should be created. In the Grid menu choose Select Grid. Now you can draw
a square over your map with the mouse. This square will represent one unit of
your grid. If the map you've loaded has a drawn grid you will be able to use it
by defining a grid over it. To do this, draw the square exactly over one drawn
square of your map. This operation may be a little tricky: the TM grid is very
dependent on this square size. You can zoom the map in (see below) if you think
this could help selecting the grid. After doing this, the TM grid will be drawn
and you'll be able to adjust it by choosing Show Adjust Controls in the Grid
menu. The drawn grid is based on the square you've drawn firstly, so if we
adjust the size of this one the grid will be adjusted. In the Adjust Toolbar, X1
and Y1 are the coordinates for the upper left corner of your drawn square, while
X2 and Y2 are the coordinates for the bottom right corner (see figure below).
Remember that the origin of these coordinates are on the upper left corner of
the screen, that is, Y is increased from up to down. Now you must choose Confirm
Grid from the Grid menu. If you don't get a good grid adjust you can choose
Cancel Current Grid and select a new one.

3. Preparing the map
a) Defining areas
After selecting and confirming your grid you'll be able to prepare the map. You
can do this by defining different areas that will be explored by players. To
define areas choose the Select Grid Squares from the Map Preparation menu and
select the squares that will form the area. Then, choose the Set Selection As
New Area option to define the area.
Keep in mind that the players won't be able to move from one area to another,
except by passing through defined doors (see below). Thus, defined areas should
be chosen to form entire rooms or corridors, which will be connected by doors.
This way, the intersection between two different defined areas can be considered
as being a wall.
If you want you can remove defined areas by choosing Remove Defined Area from
the Map Preparation menu and then clicking on the area to be removed.
Tip: Large map areas connected by pass ways (not doors) should be selected as
different areas and connected by open doors. This will allow correct line of
sight calculation from players' vision radius.
Note: Unselected grid squares will be treated as a different defined area. While
selecting squares, areas already defined appear numbered and hachured.
b) Hiding areas
After defining areas you'll able to hide them from players. To do this, select
Hide Defined Area from the Map Preparation menu and click on a defined area. If
you want to reveal a hidden area (undo the hiding action) choose Reveal Hidden
Area from the same menu. You can also hide all defined areas at once by choosing
Hide All Defined Areas. Hidden areas will remain hidden from players until one
of them comes close it.
Note: While hiding squares, areas already hidden appear numbered and
double-hachured.
c) Inserting Doors
As said above, different defined areas should be connected by doors to allow
players to move from one area to another. To connect different areas choose
Insert New Door from the Map Preparation menu. A window will ask you the door
type (horizontal or vertical), its state (open or closed) and its size (or
width). Click OK and place the new door between two different defined areas. Not
that the door drawing shows the squares it connects. To remove inserted doors
just choose Remove door from the Map Preparation menu and click on one door.
The difference between open and closed doors is that players can see through
open doors and not through closed ones.
Note: While adding doors, the same are marked in red.
After selecting and confirming your grid you'll be able to add players and
select areas to hide. To select areas to hide choose Select New Area in the Area
menu. Draw it over your map and choose Hide Selected Area. That area will be
hidden from the players until one of them steps over it.
4. Adding players (or monsters)
To add players choose Add New Player from the Players menu and click on where
you want the new player to be created. Fill out the player's name, movement
rate, initiative, vision radius and choose the new player's token color. The new
player will appear in the players list, which is organized by initiative number
(higher to lower numbers).
After adding all the players you want, you can select one player and move it
with the arrow keys or keypad keys. If you need to change players properties
(i.e. initiative, token color, ...) you can double-click on its token (or on the
players list).
5. Zooming
You can zoom the map in and out by choosing the zoom options on the Tools menu.
Keep in mind that the program may become a little slow while using zoomed views.
6. Marking areas
Suppose one of your players casts Entangle (a 40'-radius spread circle) and
you want to quickly know who was caught and who wasn't. You can mark on the map
a pre-defined area (circle or rectangle) with the dimensions (radius, height,
width) you want. To do this open the Tools menu and choose Mark Area. A window
will ask you the area format and its dimensions. Click OK and place the area
marking where you want by left-clicking on the map. Right clicking cancels the
operation. You can also remove the marking by choosing Remove Marked Area option
from the Tools menu and clicking on a marked area.
7. Saving state
To save your gamming session choose Save State from the File menu. The saved
state file (*.st) is a text file which also contains the name and path of the
picture file used for the map.
8. Restoring state
You can restore all the information of your gamming session by choosing Restore
State from the File menu. You can load the sample state file provided with TM (samplestate.st).
9. Options
In the Tools menu you can change program options, by choosing Options. You can
enable or disable the use of player's Vision Radius. Disabling it will increase
player's movement performance, but entire defined (and hidden) areas will be
revealed to them as they enter a different defined area. Also, you can choose
the Vision Radius Performance Factor. The higher this value, the fast TM
calculates player's Vision Radius, but with less precision.