The Campaign Editor

The Campaign Editor allows you to organize and manage your campaign's general options, loading screen interface, custom objects and imported files.
 

General

Name - Here you can name your campaign.
Suggested Players - List what types of games and configurations your campaign works best with.
Author - Give your name or your handle.
Description - Here you can tell players what to expect from your campaign.
Use Difficulty Levels - When enabled, your campaign can be modified to be easier or harder by referencing the condition "Game Difficulty Comparison" in the Trigger Editor.
Map Files - Shows all maps that have been added to your campaign in the loading screen tab.
 

Loading Screen

Here you can create the interface between your campaign maps. The background screen and ambient sound are added here, as well as the buttons to represent individual campaign maps.

ID - This is the number that can be referenced by the action "Show/Hide Custom Campaign Button" in the Trigger Editor.
Visible
- Signifies whether or not the button will be visible when the campaign is first accessed.
File Loaded - Name of the map that the button references.
Chapter - Here you can name the chapter heading (Prologue, Chapter 1, etc.).
Title - Here you can name the chapter title.
Background Screen - Choose what background to have for your campaign screen.
Ambient Sound - Choose what sound to have for your campaign screen.
 

Custom Data

Each of your campaign maps has access to all objects in this centralized Object Editor. Any units, items, doodads, abilities or upgrades that are here will be useable by your campaign maps. See the Object Editor documentation for more explicit details.
 

Imported Files

Each of your campaign maps has access to all imported files in this centralized Import Manger. Any files that you have imported here will be usable by any of your campaign maps. See the Import Manager for more explicit details.