Authors: Evanlyn
Be sure to take notes of all the relevant names and IDs as you go. Make lots of backups.
Be careful not to use any duplicate flags or Entity IDs; regions with duplicate EntityIDs in particular have a chance to permanently corrupt loaded mapbnds, so exercise caution.
Be careful when making Flag IDs; if the fifth digit is 1-9, it will cause the flag to reset on grace/area reload (Eg: XXXX0XXX).
Refer to other Entity or Flag IDs to see how FromSoft formatted them; sometimes it might matter, or not.
If you're curious about most entities having MapID: -1, UnkE0C: 255, and UnkS0C: -1, don't ask me. I have no idea, but changing it can break things. So just keep them that way.
This one isn't really related to mapping, but it might be useful if you're trying to add or change a few enemy types or minibosses.
Enemy fading animations are often handled by their anibnd (the actual animation files), but sometimes enemies that normally ragdoll on death will fade out. This is caused by a stateInfo setting in a spEffect. For specific reference:
Simply add the desired spEffect to an npcParam– or, add the desired stateInfo to a spEffect being used by the enemy– and it should work without any further legwork.