![red orchestra 2 rising storm maps red orchestra 2 rising storm maps](https://news-cdn.softpedia.com/images/news2/Quick-Look-Red-Orchestra-2-Rising-Storm-Beta-with-Gameplay-Video-8.jpg)
The scene tab is an index of all the actors and content in the game level. To do so, first open up your (32) Content Browser. Now we want to tell the game that the ROPlaceableVolume that we just created belongs to the ROObjective actor that we created earlier. Next right click (30) Add Volume and find (31) ROPlaceableVolume and select that. Change your x, y, and z to 512 and press build. Next right click on the (27) Cube button and you will see the familiar (28) Brush Builder window. We do this so when we build our objective area it will center around the ROObjective actor. Basically this is the area that the game engine will use as the cap zone. Now lets place the objective in the middle of your terrain so right click somewhere in the middle of your terrain and select (25) Add ROObjective Here.
![red orchestra 2 rising storm maps red orchestra 2 rising storm maps](http://everydaygamers.com/wp-content/uploads/2013/07/maxresdefault.jpg)
Lets open up the (22) Content Browser again. You will want to follow the same steps to make a ROVolumePlayerStartGroup on your other spawn as well. You will see a list of volumes you can add but the one we want is (19) ROVolumePlayerStartGroup. So find the (18) Add Volume button and right click it. Instead of paint, you will use volumes such as the ROVolumePlayerStartGroup that I mentioned earlier. This is the builder brush and you use this brush like a paintbrush. You will now see a (17) volume that surrounds your ROPlayerStart actors. That is a little too small so lets change it to 512 for each x, y, and z. Right click on the (13) Cube button and you will see a (14) window appear. A cube is the easiest volume to encompass all the ROPlayerStart actors. We do this so we can build the volume in this area. Select one of your (12) ROPlayerStart actors. We can designate which team the spawn point belongs to later in the Kismet. It allows you to tell the game that inside this box is a spawn point. This is a volume or box that encompasses the ROPlayerStart actors. Now we will add a ROVolumePlayerStartGroup. You will see an actor appear (8) that looks kind of like a jacks [I placed down 16 ROPlayerStart Actors for the (10) Allies spawn and 16 for the (11) Axis spawn. Click on the button (9) Add "ROPlayerStart Here". This area will be where you want either the Axis or Allies to spawn. Now you want to go back to the 3D viewport and right click (8) somewhere on your terrain actor. Actors represent objects that you can not see in the game but they have important functions to game play such as spawning, light, and cover. This is an index of the actors you can place in-game. Change the tab to the (6) Actor Classes tab. This opens the content browser which I discussed before. If your spawn supports 32 players, then you will need 32 ROPlayerStart actors. You will want to place one for each player spawning. These guys represent the individual player spawn. Now you want to add ROPlayerStart actors. Terrain materials are basically the textures such as grass, snow, or dirt. Terrain layer represents a layer of terrain material that you can paint on. Right now it looks plain because you didn't add a terrain layer. For this tutorial, just click next until you terrain shows up. The patches represents the size of the terrain. Basically the location is where you want the terrain to start in the xyz-coordinates. You will be given a window with some numbers. Click that and you will see the (3) "New terrain." button. You will need to find the tools button in the menu bar. You can change the terrain up by using the terrain tool but that will be another tutorial. Terrain represents the area that players will be standing on and running around on and dying on. One of the first things you need to create a map is terrain. This one we will be using today and you should familiarize yourself with it. (2) is one of the basic tool bars in the sdk. The first tab contains objects that you will see in-game such as static meshes (3D objects), particles (smoke, fire, snow), and materials (textures). It is basically an index of every object. This window will be used to place objects into the game. (1) represents the Content Browser window. When you first open the SDK you will shown a screen similar to this.