Difference between revisions of "User:Moweez/BeNeLux Map Editing Quick-start Guide"

From Wazeopedia
(Editing the map)
(Marked this version for translation)
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<center> [[File:WazeMapEditing.png|200px]] </center>
 
<center> [[File:WazeMapEditing.png|200px]] </center>
  
<big>'''<translate>Welcome editor!</translate>'''</big><br />
+
<big>'''<translate><!--T:1-->
 +
Welcome editor!</translate>'''</big><br />
  
 
This page provides the basics to start editing the Waze Map. Because Waze is a navigation tool and not a topographic map, some things are drawn differently than expected. Our advice is, after reading this page, to choose one type of edit and first familiarize yourself with all aspects of that edit. Otherwise, you might as well get overfeed with information. Your [[User:Moweez/Verbeter_je_vaardigheden#Communicatie_en_informatie|Community]] is happy to help you make your edits work.<br />
 
This page provides the basics to start editing the Waze Map. Because Waze is a navigation tool and not a topographic map, some things are drawn differently than expected. Our advice is, after reading this page, to choose one type of edit and first familiarize yourself with all aspects of that edit. Otherwise, you might as well get overfeed with information. Your [[User:Moweez/Verbeter_je_vaardigheden#Communicatie_en_informatie|Community]] is happy to help you make your edits work.<br />
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<translate>
 
<translate>
=How to get to the Waze Map Editor (WME)=
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=How to get to the Waze Map Editor (WME)= <!--T:2-->
 
</translate>
 
</translate>
 
<translate>
 
<translate>
 +
<!--T:3-->
 
# Log in to www.waze.com. If prompted to login, use the same username and password as you do on the Waze client app and the rest of the Waze website.
 
# Log in to www.waze.com. If prompted to login, use the same username and password as you do on the Waze client app and the rest of the Waze website.
 
# Choose you location at the right of the top bar
 
# Choose you location at the right of the top bar
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Or, go directly to www.waze.com/editor/?env=row.<br /><br />
 
Or, go directly to www.waze.com/editor/?env=row.<br /><br />
  
 +
<!--T:4-->
 
After logging in, you will see the following page:
 
After logging in, you will see the following page:
 
</translate><br />
 
</translate><br />
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[[File:Wme_whole_window_blank.jpg]]
 
[[File:Wme_whole_window_blank.jpg]]
  
<translate><br />
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<translate><!--T:5-->
 +
<br />
 
However, the top bar layout has just changed in the new version of WME:
 
However, the top bar layout has just changed in the new version of WME:
 
</translate>
 
</translate>
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<translate>
 
<translate>
 +
<!--T:6-->
 
If you want to learn more about the controls and functions of WME (Waze Map Editor), you can find more details on the  [[Map_Editor_Interface_and_Controls|WME Interface and Controls]] page.
 
If you want to learn more about the controls and functions of WME (Waze Map Editor), you can find more details on the  [[Map_Editor_Interface_and_Controls|WME Interface and Controls]] page.
 
</translate>
 
</translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
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<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:7-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
=<translate>Start in Practice Mode</translate>=
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=<translate><!--T:8-->
 +
Start in Practice Mode</translate>=
 
<translate>
 
<translate>
 +
<!--T:9-->
 
Before editing the map for real, you may first want to practice editing. Go to the [http://www.waze.com/editor/?env=row WME server] and choose Practice Mode. If you are already logged into WME, log out first to be able to enter Practice Mode.<br />
 
Before editing the map for real, you may first want to practice editing. Go to the [http://www.waze.com/editor/?env=row WME server] and choose Practice Mode. If you are already logged into WME, log out first to be able to enter Practice Mode.<br />
  
 +
<!--T:10-->
 
The Waze Map Editor has a Practice mode in which you can perform nearly every action available when logged into the Editor, except that you cannot save any changes. In order to save changes, you must log in. Practice mode is helpful to new and existing editors and should be used to try out new or complicated edits before executing them.<br />
 
The Waze Map Editor has a Practice mode in which you can perform nearly every action available when logged into the Editor, except that you cannot save any changes. In order to save changes, you must log in. Practice mode is helpful to new and existing editors and should be used to try out new or complicated edits before executing them.<br />
 
</translate>
 
</translate>
 
<translate>
 
<translate>
 +
<!--T:11-->
 
More information can be found on [[Waze_Map_Editor#Practice_Mode|Practice Mode]].
 
More information can be found on [[Waze_Map_Editor#Practice_Mode|Practice Mode]].
 
</translate>
 
</translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>  
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<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:12-->
 +
back to the Table of Content</translate>''</small>]]</div>  
  
 
<!-- note to the editor: following part should be a link on the introduction page  
 
<!-- note to the editor: following part should be a link on the introduction page  
= <translate>Starting Editors </translate> =
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= <translate><!--T:13-->
 +
Starting Editors </translate> =
  
 
<translate>
 
<translate>
 +
<!--T:14-->
 
De beste kaartaanpassingstechnieken met correcte navigatie en uiterlijk leren maken vraagt wat tijd en oefening, maar het kan een leuke en bevredigende ervaring zijn. Je mag er trots op zijn dat je de ervaring van alle Waze gebruikers verbetert. De details in latere secties van deze pagina zijn belangrijk om te leren, maar voor simpele edits, zetten we je hieronder alvast graag op weg.
 
De beste kaartaanpassingstechnieken met correcte navigatie en uiterlijk leren maken vraagt wat tijd en oefening, maar het kan een leuke en bevredigende ervaring zijn. Je mag er trots op zijn dat je de ervaring van alle Waze gebruikers verbetert. De details in latere secties van deze pagina zijn belangrijk om te leren, maar voor simpele edits, zetten we je hieronder alvast graag op weg.
  
 +
<!--T:15-->
 
# Zorg dat je al eens met Waze hebt rondgereden, zodat je een [[WME#Editable_Area|bewerkbare zone]] krijgt waar je gereden hebt.
 
# Zorg dat je al eens met Waze hebt rondgereden, zodat je een [[WME#Editable_Area|bewerkbare zone]] krijgt waar je gereden hebt.
 
# Check ook de weg naar ons [https://www.waze.com/forum/viewforum.php{{?}}f{{=}}473&sid{{=}}819f94c2f65a17b7b7c87c2bc63c1e63 Benelux-forum] eens :
 
# Check ook de weg naar ons [https://www.waze.com/forum/viewforum.php{{?}}f{{=}}473&sid{{=}}819f94c2f65a17b7b7c87c2bc63c1e63 Benelux-forum] eens :
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</translate>
 
</translate>
 
-->
 
-->
= <translate>Editing the map</translate> =
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= <translate><!--T:16-->
 +
Editing the map</translate> =
 
Most starting editors at first try to match the map of Waze perfectly to the satellite image. They split roads, add bicycle paths and walking trails, make the roads very fluently and draw detailed places. However, Waze is NOT a topografical map, but a navigation system that routes you to your destination in the best/fastest way. Therefore, keep the Waze map simple: The lesser the detail, the clearer the map, lesser data use, faster calculations, and easier maintainance. With that in mind, let's start edit the map!
 
Most starting editors at first try to match the map of Waze perfectly to the satellite image. They split roads, add bicycle paths and walking trails, make the roads very fluently and draw detailed places. However, Waze is NOT a topografical map, but a navigation system that routes you to your destination in the best/fastest way. Therefore, keep the Waze map simple: The lesser the detail, the clearer the map, lesser data use, faster calculations, and easier maintainance. With that in mind, let's start edit the map!
  
==<translate>Create a Road</translate>==
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==<translate><!--T:17-->
 +
Create a Road</translate>==
 
<translate>
 
<translate>
 +
<!--T:18-->
 
# Hover the mouse over the [[File:DrawRoads.jpg]] button on the toolbar at the top of the page and click "Road" (''[[Shortcut keys|Shortcut key]]: {{Key press|i}}; [[User:Moweez/BeNeLux_Map_Editing_Quick-start_Guide#Create_a_roundabout|Roundabouts]] are explained in another section)
 
# Hover the mouse over the [[File:DrawRoads.jpg]] button on the toolbar at the top of the page and click "Road" (''[[Shortcut keys|Shortcut key]]: {{Key press|i}}; [[User:Moweez/BeNeLux_Map_Editing_Quick-start_Guide#Create_a_roundabout|Roundabouts]] are explained in another section)
 
# Click the mouse on the map at the point where you want to start the new road segment.
 
# Click the mouse on the map at the point where you want to start the new road segment.
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# Select the segment again, and fill in the details of the segment in the menu pane on the left.
 
# Select the segment again, and fill in the details of the segment in the menu pane on the left.
  
 +
<!--T:19-->
 
* Each segment that is added must have a Country, City, and Street name, under the "Edit" link left. If there is no City and/or Street name available, then the "None" box(es) must be selected, or the segment will stay as an unfinished red line.  
 
* Each segment that is added must have a Country, City, and Street name, under the "Edit" link left. If there is no City and/or Street name available, then the "None" box(es) must be selected, or the segment will stay as an unfinished red line.  
 
* Be sure the road actually exists before creating it.
 
* Be sure the road actually exists before creating it.
 
</translate>
 
</translate>
* [http://www.youtube.com/watch?&v=_Dlt7131dkc&hd=1 <translate>View a step-by-step video on how to add a road from an existing intersection</translate>]. <small>''<translate>Note: this video is made with a previous version of WME, therefore, the layout looks different.
+
* [http://www.youtube.com/watch?&v=_Dlt7131dkc&hd=1 <translate><!--T:20-->
 +
View a step-by-step video on how to add a road from an existing intersection</translate>]. <small>''<translate><!--T:21-->
 +
Note: this video is made with a previous version of WME, therefore, the layout looks different.
 
</translate>''</small> <br />
 
</translate>''</small> <br />
  
 
<translate>
 
<translate>
 +
<!--T:22-->
 
For more detail on creating road segments, see [[Creating and editing road segments]].
 
For more detail on creating road segments, see [[Creating and editing road segments]].
 
</translate>
 
</translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
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<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:23-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
==<translate>Create a Place</translate>==
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==<translate><!--T:24-->
 +
Create a Place</translate>==
 
<translate>
 
<translate>
 +
<!--T:25-->
 
Hover over this [[File:DrawPlace.jpg]] button to show Place categories. Choose one and click on the map to add it. This will add a point place. Use the [[Map_Editor_Interface_and_Controls#Left_Pane_when_a_Place_is_selected|left pane]] to change it to an area and to change other information about the place. For an area place, use [[#Geometry_node|geometry nodes]] of the place to change its shape.
 
Hover over this [[File:DrawPlace.jpg]] button to show Place categories. Choose one and click on the map to add it. This will add a point place. Use the [[Map_Editor_Interface_and_Controls#Left_Pane_when_a_Place_is_selected|left pane]] to change it to an area and to change other information about the place. For an area place, use [[#Geometry_node|geometry nodes]] of the place to change its shape.
  
 +
<!--T:26-->
 
More information about Places can found in the [[Benelux_Places|BeNeLux Places]] page.
 
More information about Places can found in the [[Benelux_Places|BeNeLux Places]] page.
 
</translate>
 
</translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
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<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:27-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
== <translate>Changing elements on the map</translate> ==
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== <translate><!--T:28-->
 +
Changing elements on the map</translate> ==
 
<translate>
 
<translate>
 +
<!--T:29-->
 
To change existing roads or Places, select the object you want to change. Now you can change the shape or appearance by adjusting the road geometry.  
 
To change existing roads or Places, select the object you want to change. Now you can change the shape or appearance by adjusting the road geometry.  
 
</translate>
 
</translate>
  
===<translate>Geometry nodes</translate>===
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===<translate><!--T:30-->
 +
Geometry nodes</translate>===
 
[[Image:Segments Nodes Junctions.png|center|575px]]<br />
 
[[Image:Segments Nodes Junctions.png|center|575px]]<br />
 
<translate>
 
<translate>
 +
<!--T:31-->
 
:[[Image:Segment_geometry_node.png|left|Segment geometry node]][[Image:Landmark_node.png|left|Places geometry node]]When editing a segment or Area Place, large white circles appear where the segment changes direction ultimately altering its shape. Click and drag them individually to alter the geometry of the segment or Place. Press the '''d''' key while the mouse is hovered over them to delete the geometry node. Alternately, hold the '''d''' key and then move the mouse over the nodes you want to delete.
 
:[[Image:Segment_geometry_node.png|left|Segment geometry node]][[Image:Landmark_node.png|left|Places geometry node]]When editing a segment or Area Place, large white circles appear where the segment changes direction ultimately altering its shape. Click and drag them individually to alter the geometry of the segment or Place. Press the '''d''' key while the mouse is hovered over them to delete the geometry node. Alternately, hold the '''d''' key and then move the mouse over the nodes you want to delete.
  
 +
<!--T:32-->
 
:[[Image:Segment_intergeometry_node.png|left]][[Image:Landmark_intergeometry_node.png|left]]The smaller white circles between the geometry nodes are "inter"-geometry nodes. When you click and drag an inter-geometry node, it becomes a larger geometry node and two more inter-geometry nodes appear halfway between each side again.
 
:[[Image:Segment_intergeometry_node.png|left]][[Image:Landmark_intergeometry_node.png|left]]The smaller white circles between the geometry nodes are "inter"-geometry nodes. When you click and drag an inter-geometry node, it becomes a larger geometry node and two more inter-geometry nodes appear halfway between each side again.
  
 +
<!--T:33-->
 
<small>''TIP: Under the [[File:layers.png]] [[Map_Editor_Interface_and_Controls#Layers|Layer]] icon at the top right of the [[Map_Editor_Interface_and_Controls#Map_Editor_Tool_Bar|Map Editor Tool Bar]], you can turn off the [[Map_Editing_Tips_and_Hints#Editing_with_roads_layer_off|road layer]] , to have a better view on the road structure and Satellite Image.''<br />
 
<small>''TIP: Under the [[File:layers.png]] [[Map_Editor_Interface_and_Controls#Layers|Layer]] icon at the top right of the [[Map_Editor_Interface_and_Controls#Map_Editor_Tool_Bar|Map Editor Tool Bar]], you can turn off the [[Map_Editing_Tips_and_Hints#Editing_with_roads_layer_off|road layer]] , to have a better view on the road structure and Satellite Image.''<br />
 
''TIP: Press "Del" to delete a selected segment, Place, or junction´´</small><br />
 
''TIP: Press "Del" to delete a selected segment, Place, or junction´´</small><br />
  
 +
<!--T:34-->
 
For more information, see [[Creating and editing road segments#Editing existing roads|Editing existing roads]].
 
For more information, see [[Creating and editing road segments#Editing existing roads|Editing existing roads]].
 
</translate>
 
</translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
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<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:35-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
==<translate>Connecting roads</translate>==
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==<translate><!--T:36-->
 +
Connecting roads</translate>==
 
<translate>
 
<translate>
 +
<!--T:37-->
 
When drawing new segments, or moving segments around, the editor will automatically make junctions.  
 
When drawing new segments, or moving segments around, the editor will automatically make junctions.  
 
# For new roads, if you start and/or end the new segment on an existing segment, a junction is created at the location were you start/end the new segment
 
# For new roads, if you start and/or end the new segment on an existing segment, a junction is created at the location were you start/end the new segment
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</translate>
 
</translate>
  
=== <translate>Bridging roads</translate> ===
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=== <translate><!--T:38-->
 +
Bridging roads</translate> ===
 
<translate>
 
<translate>
 +
<!--T:39-->
 
# Select two adjacent segments which should be joined together
 
# Select two adjacent segments which should be joined together
 
# Click the [[Image:Bridge_idle.png|40px]] icon over the junction
 
# Click the [[Image:Bridge_idle.png|40px]] icon over the junction
  
 +
<!--T:40-->
 
* The properties of the segments to be bridged must be identical or you will not see the bridge icon
 
* The properties of the segments to be bridged must be identical or you will not see the bridge icon
 
* Bridging automatically increases the level of the new merged segment by 1 more than the highest level of the two segments. You can change it, of course, if it needs to be a different level.
 
* Bridging automatically increases the level of the new merged segment by 1 more than the highest level of the two segments. You can change it, of course, if it needs to be a different level.
  
 +
<!--T:41-->
 
Generally, if two segments can be joined, you can also select the junction and press the trash can icon to have them join as well. If the trash can icon does not appear, the segments are different in some way. This might be the reason there is a junction in the first place. For more detail, see [[Overpasses, Underpasses and Bridges]].
 
Generally, if two segments can be joined, you can also select the junction and press the trash can icon to have them join as well. If the trash can icon does not appear, the segments are different in some way. This might be the reason there is a junction in the first place. For more detail, see [[Overpasses, Underpasses and Bridges]].
 
</translate>
 
</translate>
  
=== <translate>Crossing roads</translate> ===
+
=== <translate><!--T:42-->
 +
Crossing roads</translate> ===
 
<translate>
 
<translate>
 +
<!--T:43-->
 
When two roads cross each other at the same elevation level, they can be joined together easily. This is useful if you draw several new roads for a neighborhood by drawing segments from end-to-end and allowing new segments to cross each other. Once drawn, you can junction them using this method.
 
When two roads cross each other at the same elevation level, they can be joined together easily. This is useful if you draw several new roads for a neighborhood by drawing segments from end-to-end and allowing new segments to cross each other. Once drawn, you can junction them using this method.
  
 +
<!--T:44-->
 
# Select [[#Select Multiple Segments|both segments]]
 
# Select [[#Select Multiple Segments|both segments]]
 
# Click the [[Image:Node_idle.png|40px]] which should appear above the intersection
 
# Click the [[Image:Node_idle.png|40px]] which should appear above the intersection
 
# A junction is added
 
# A junction is added
  
The sign won't appear if the roads cross each other multiple times, or when elevation levels differ. You can often use this method with unconfirmed (red) roads, but sometimes the editor will refuse to do this process until the roads are confirmed. Additionally, changing zoom level sometimes helps to get the sometimes-stubborn junction creator icon to appear. For further information, see </translate>[[Map_Editing_Quick-start_Guide#Overlapping_road_junction|<translate>Overlapping road junctions</translate>]].<br />
+
<!--T:45-->
 +
The sign won't appear if the roads cross each other multiple times, or when elevation levels differ. You can often use this method with unconfirmed (red) roads, but sometimes the editor will refuse to do this process until the roads are confirmed. Additionally, changing zoom level sometimes helps to get the sometimes-stubborn junction creator icon to appear. For further information, see </translate>[[Map_Editing_Quick-start_Guide#Overlapping_road_junction|<translate><!--T:46-->
 +
Overlapping road junctions</translate>]].<br />
  
<translate>Be sure to check the </translate>[[Map_Editing_Quick-start_Guide#Turn_restrictions_.28allowed_turns.29|<translate>turn restrictions</translate>]] <translate>for your newly created junctions.
+
<translate><!--T:47-->
 +
Be sure to check the </translate>[[Map_Editing_Quick-start_Guide#Turn_restrictions_.28allowed_turns.29|<translate><!--T:48-->
 +
turn restrictions</translate>]] <translate><!--T:49-->
 +
for your newly created junctions.
 
</translate>
 
</translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
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<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:50-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
== <translate>Turn instructions</translate> ==
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== <translate><!--T:51-->
 +
Turn instructions</translate> ==
  
 
[[Image:lotsa_turns.jpg|center|frame]]
 
[[Image:lotsa_turns.jpg|center|frame]]
  
 
<translate>
 
<translate>
 +
<!--T:52-->
 
When you select a segment, you can set the turn instructions by clicking the arrows at the junction(s) with other segments.<br />
 
When you select a segment, you can set the turn instructions by clicking the arrows at the junction(s) with other segments.<br />
  
 +
<!--T:53-->
 
In General:
 
In General:
 
* A green arrow means Allowed
 
* A green arrow means Allowed
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<small>''NOTE: The slashed-circle icon for Restricted and clock icon for Partial turn restrictions are put in place to allow editors with various forms of color blindness differentiate between the three different types of turn arrows.''</small><br />
 
<small>''NOTE: The slashed-circle icon for Restricted and clock icon for Partial turn restrictions are put in place to allow editors with various forms of color blindness differentiate between the three different types of turn arrows.''</small><br />
  
 +
<!--T:54-->
 
Each arrow must be set correctly for Waze to route correctly. Initial turn restrictions on roads that are impported by Waze, are set automatically by the Waze routing engine. [[Soft_and_hard_turns|Automatically set turns]] can be altered by the routing engine, but manually set turns cannot. Unfortunately, both automatic and manually set restricted turns are represented by red arrows and cannot be distinguished. Currently, when you use the option to enable all turns, it will not fully change the routing from automatic to manual instructions, leaving possible so called RevCons. To clear these, select the junction with the mouse. Then, in the left menu pane, click the link to "Disallow all connections" and then "Allow all connections". Alternately you can use the [[Keyboard shortcuts|keyboard shortcuts]], by pressing the letter 'q' to disallow all connections, followed by 'w' to allow all connections.<br />
 
Each arrow must be set correctly for Waze to route correctly. Initial turn restrictions on roads that are impported by Waze, are set automatically by the Waze routing engine. [[Soft_and_hard_turns|Automatically set turns]] can be altered by the routing engine, but manually set turns cannot. Unfortunately, both automatic and manually set restricted turns are represented by red arrows and cannot be distinguished. Currently, when you use the option to enable all turns, it will not fully change the routing from automatic to manual instructions, leaving possible so called RevCons. To clear these, select the junction with the mouse. Then, in the left menu pane, click the link to "Disallow all connections" and then "Allow all connections". Alternately you can use the [[Keyboard shortcuts|keyboard shortcuts]], by pressing the letter 'q' to disallow all connections, followed by 'w' to allow all connections.<br />
  
 +
<!--T:55-->
 
See the section [[Creating and editing road segments#Set_allowed_turns_.28connections.29|set allowed turns]] for more information.
 
See the section [[Creating and editing road segments#Set_allowed_turns_.28connections.29|set allowed turns]] for more information.
 
</translate>
 
</translate>
===<translate>Keyboard Shortcuts for turn instructions</translate>===
+
===<translate><!--T:56-->
 +
Keyboard Shortcuts for turn instructions</translate>===
 
<translate>
 
<translate>
 +
<!--T:57-->
 
* Press {{Key press|s}} to separate overlapping arrows.
 
* Press {{Key press|s}} to separate overlapping arrows.
 
* Press {{Key press|a}} to make arrows transparent or opaque, so you can see beneath them or click items under them
 
* Press {{Key press|a}} to make arrows transparent or opaque, so you can see beneath them or click items under them
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* Press {{Key press|Shift|z}}  to toggle between seeing the turns for one segement, or seeing all resticted turns (red arrows) for all junctions in your screen.
 
* Press {{Key press|Shift|z}}  to toggle between seeing the turns for one segement, or seeing all resticted turns (red arrows) for all junctions in your screen.
 
</translate>
 
</translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
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<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:58-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
==<translate>Create a roundabout</translate>==
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==<translate><!--T:59-->
 +
Create a roundabout</translate>==
 
<gallery>
 
<gallery>
 
File:FixRAB-03.png|1
 
File:FixRAB-03.png|1
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</gallery>
 
</gallery>
 
<translate>
 
<translate>
 +
<!--T:60-->
 
# Draw single road segments that will lead to the roundabout and ensure they extend into the center of the roundabout area. Use the visual map or gps points to align the roads.
 
# Draw single road segments that will lead to the roundabout and ensure they extend into the center of the roundabout area. Use the visual map or gps points to align the roads.
 
# Hover the mouse over the [[File:DrawRoads.jpg]] button on the toolbar at the top of the page and click "Roundabout" (''[[Shortcut keys|Shortcut key]]: {{Key press|o}}).
 
# Hover the mouse over the [[File:DrawRoads.jpg]] button on the toolbar at the top of the page and click "Roundabout" (''[[Shortcut keys|Shortcut key]]: {{Key press|o}}).
Line 201: Line 260:
 
</translate><br />
 
</translate><br />
 
<translate>
 
<translate>
 +
<!--T:61-->
 
Roundabouts in WME will yield specific routing instructions to drivers, such as ''"at the roundabout, take the third exit"''. If those routing instructions could confuse drivers, the Roundabout tool should not be used.
 
Roundabouts in WME will yield specific routing instructions to drivers, such as ''"at the roundabout, take the third exit"''. If those routing instructions could confuse drivers, the Roundabout tool should not be used.
 
</translate><br />
 
</translate><br />
 
<gallery>
 
<gallery>
File:Roundabout_wrong.png|<span style="color:#FF0000"><translate>Improper use</translate></span>
+
File:Roundabout_wrong.png|<span style="color:#FF0000"><translate><!--T:62-->
File:Roundabout_fixed.png|<span style="color:#008000"><translate>Correct use</translate></span>
+
Improper use</translate></span>
 +
File:Roundabout_fixed.png|<span style="color:#008000"><translate><!--T:63-->
 +
Correct use</translate></span>
 
</gallery>
 
</gallery>
 
<translate>
 
<translate>
 +
<!--T:64-->
 
Roundabouts should never be used for [[Junction_Style_Guide#Cul-de-sacs|cul-de-sacs]] or other dead end streets, regardless of how round they are. A single road segment leading to a cul-de-sac should be drawn as a dead end. With very large roads it might be advisable to create a [[#Create_a_loop_road|loop]], but not a roundabout. <br />
 
Roundabouts should never be used for [[Junction_Style_Guide#Cul-de-sacs|cul-de-sacs]] or other dead end streets, regardless of how round they are. A single road segment leading to a cul-de-sac should be drawn as a dead end. With very large roads it might be advisable to create a [[#Create_a_loop_road|loop]], but not a roundabout. <br />
  
 +
<!--T:65-->
 
Traffic circles without roundabout signs neither should be drawn as a roundabout. In some cases, a roundabout is not used even if there is a roundabout sign, to create the best possible instructions for the situation.  
 
Traffic circles without roundabout signs neither should be drawn as a roundabout. In some cases, a roundabout is not used even if there is a roundabout sign, to create the best possible instructions for the situation.  
 
</translate>
 
</translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
+
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:66-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
==<translate>Create a loop road</translate>==
+
==<translate><!--T:67-->
 +
Create a loop road</translate>==
 
<translate>
 
<translate>
 +
<!--T:68-->
 
When drawing a road which connects to the same segment at both ends, only one junction is created. To create the other junction:
 
When drawing a road which connects to the same segment at both ends, only one junction is created. To create the other junction:
 
# Move the end of the new segment away from where it is
 
# Move the end of the new segment away from where it is
Line 221: Line 288:
 
# Move it back to where you want the junction to be
 
# Move it back to where you want the junction to be
  
 +
<!--T:69-->
 
When the start and end of a road segment ends at the same junction, the above may not work. Cut the looping segment somewhere, following the instructions in [[#Cutting a segment|Cutting a segment]]. Then join the remaining segment end to the common junction and apply normal [[Map_Editing_Quick-start_Guide#Turn_restrictions_.28allowed_turns.29|turn restrictions]].  
 
When the start and end of a road segment ends at the same junction, the above may not work. Cut the looping segment somewhere, following the instructions in [[#Cutting a segment|Cutting a segment]]. Then join the remaining segment end to the common junction and apply normal [[Map_Editing_Quick-start_Guide#Turn_restrictions_.28allowed_turns.29|turn restrictions]].  
  
 +
<!--T:70-->
 
Please note, this form of loop road should only be sparsely used with care. For more information, see the article [[Junction_Style_Guide#Loops|Loops]] in the [[Junction Style Guide]].
 
Please note, this form of loop road should only be sparsely used with care. For more information, see the article [[Junction_Style_Guide#Loops|Loops]] in the [[Junction Style Guide]].
 
</translate>
 
</translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
+
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:71-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
== <translate>Walking Trails / Pedestrian Boardwalks</translate> ==
+
== <translate><!--T:72-->
 +
Walking Trails / Pedestrian Boardwalks</translate> ==
 
<translate>
 
<translate>
 +
<!--T:73-->
 
[[Benelux_Roads#Non-drivable|Non-drivable roads]] should rather <b>NOT</b> be added to the map. They are often not necessary to use, because Waze is solely meant for drivers. They should only be added when it improves navigation for the driver:<br />
 
[[Benelux_Roads#Non-drivable|Non-drivable roads]] should rather <b>NOT</b> be added to the map. They are often not necessary to use, because Waze is solely meant for drivers. They should only be added when it improves navigation for the driver:<br />
  
===General exceptions for drawing non-drivable roads===
+
===General exceptions for drawing non-drivable roads=== <!--T:74-->
 
* If navigation is unclear without them  
 
* If navigation is unclear without them  
 
* If there aren't alternative ways leading to the destination
 
* If there aren't alternative ways leading to the destination
Line 238: Line 310:
 
* the segment contains housenumbers.  
 
* the segment contains housenumbers.  
  
 +
<!--T:75-->
 
Both Walking Trails and Pedestrian Boardwalks, as all non-drivable roads, should generally not be connected to drivable roads. Although the penalty in the routing calculation is high, if these roads would be connected, it can generate wrong routes.  
 
Both Walking Trails and Pedestrian Boardwalks, as all non-drivable roads, should generally not be connected to drivable roads. Although the penalty in the routing calculation is high, if these roads would be connected, it can generate wrong routes.  
 
</translate>
 
</translate>
  
===<translate>BeNelux convention on using walking trail</translate>===
+
===<translate><!--T:76-->
 +
BeNelux convention on using walking trail</translate>===
 
<translate>
 
<translate>
 +
<!--T:77-->
 
:(only if one of the above arguments count)
 
:(only if one of the above arguments count)
 
:Walking trails are used for a specific purpose in the BeNeLux. Unlike its name is suggesting, it is only used for public transport like rail roads and bus lanes. Segments should be locked at level 5.
 
:Walking trails are used for a specific purpose in the BeNeLux. Unlike its name is suggesting, it is only used for public transport like rail roads and bus lanes. Segments should be locked at level 5.
 
</translate>
 
</translate>
  
===<translate>BeNelux convention on using Pedestrian Boardwalk</translate>===
+
===<translate><!--T:78-->
 +
BeNelux convention on using Pedestrian Boardwalk</translate>===
 
<translate>
 
<translate>
 +
<!--T:79-->
 
:(only if one of the above arguments count)
 
:(only if one of the above arguments count)
 
:If you think a Pedestrian Boardwalk is needed to help the driver finding it's way, than they can be used for Bicycle paths, Walking paths, and Pedestrian zones. They are generally set to driving direction Unknown and are not connected to driveable roads.  
 
:If you think a Pedestrian Boardwalk is needed to help the driver finding it's way, than they can be used for Bicycle paths, Walking paths, and Pedestrian zones. They are generally set to driving direction Unknown and are not connected to driveable roads.  
 
:However, non-drivable segments containing housenumbers should be connected, and the driving direction is set to two-way. All necessary Pedestrian Boardwalks are locked at a minimum level 3.
 
:However, non-drivable segments containing housenumbers should be connected, and the driving direction is set to two-way. All necessary Pedestrian Boardwalks are locked at a minimum level 3.
  
 +
<!--T:80-->
 
Be aware that adding Walking Trails and Pedestrian Boardwalks can even stimulate the use of Waze by cyclists and walkers, which would lead to corrupt data! Walking trails and Pedestrian Boardwalks that are not necessary should be deleted, even if they do not disturb the routing. Its presence will encourage other editors to add even more!
 
Be aware that adding Walking Trails and Pedestrian Boardwalks can even stimulate the use of Waze by cyclists and walkers, which would lead to corrupt data! Walking trails and Pedestrian Boardwalks that are not necessary should be deleted, even if they do not disturb the routing. Its presence will encourage other editors to add even more!
  
 +
<!--T:81-->
 
When you have any doubt on using one of these segment types, just ask your [[User:Moweez/Verbeter_je_vaardigheden#Communicatie_en_informatie|Community]]. </translate>
 
When you have any doubt on using one of these segment types, just ask your [[User:Moweez/Verbeter_je_vaardigheden#Communicatie_en_informatie|Community]]. </translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
+
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:82-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
== <translate>Parking lots</translate> ==
+
== <translate><!--T:83-->
 +
Parking lots</translate> ==
 
<translate>
 
<translate>
 +
<!--T:84-->
 
Parking Lot Places are always drawn as an Area [[User:Moweez/BeNeLux_Map_Editing_Quick-start_Guide#Create_a_Place|Place]] and should cover only Parkings that are distinctive and significant, and for general purpose and public use. For an extensive description, please read the [[Benelux_Places#Parking_Lots|Places page]].
 
Parking Lot Places are always drawn as an Area [[User:Moweez/BeNeLux_Map_Editing_Quick-start_Guide#Create_a_Place|Place]] and should cover only Parkings that are distinctive and significant, and for general purpose and public use. For an extensive description, please read the [[Benelux_Places#Parking_Lots|Places page]].
 
</translate>
 
</translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
+
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:85-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
== <translate>Housenumbers</translate> ==
+
== <translate><!--T:86-->
 +
Housenumbers</translate> ==
 
<translate>
 
<translate>
 +
<!--T:87-->
 
Since november 2014 it is possible to search for housenumbers in the Waze database. To support this functionality, Waze imported housenumber data from external sources, in multiple countries, like The Netherlands. This was not the case in Belgium or Luxemburg.
 
Since november 2014 it is possible to search for housenumbers in the Waze database. To support this functionality, Waze imported housenumber data from external sources, in multiple countries, like The Netherlands. This was not the case in Belgium or Luxemburg.
  
 +
<!--T:88-->
 
When searching for an address in the Waze app or Livemap, Waze will use the following order to present the results:
 
When searching for an address in the Waze app or Livemap, Waze will use the following order to present the results:
 
# Manual created housenumbers
 
# Manual created housenumbers
Line 273: Line 359:
 
# Imported housenumber data
 
# Imported housenumber data
  
 +
<!--T:89-->
 
Imported housenumbers can be recognized for there is no editor linked to the housenumber in the housenumber screen. For the best working of Waze follow this guideline: if you notice a wrongly positioned address/housenumber in the app or livemap, add the housenumber or correct the housenumber in the Waze Map Editor. If the housenumber looks correct, but there is no editor linked to it yet, just give it a nudge and Save. Now you should see your name linked to the housenumber when you select it.<br />
 
Imported housenumbers can be recognized for there is no editor linked to the housenumber in the housenumber screen. For the best working of Waze follow this guideline: if you notice a wrongly positioned address/housenumber in the app or livemap, add the housenumber or correct the housenumber in the Waze Map Editor. If the housenumber looks correct, but there is no editor linked to it yet, just give it a nudge and Save. Now you should see your name linked to the housenumber when you select it.<br />
  
 +
<!--T:90-->
 
''Note: Be aware that, in the app, old search records should be removed to get an updated result.''
 
''Note: Be aware that, in the app, old search records should be removed to get an updated result.''
 
</translate>
 
</translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
+
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:91-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
=<translate>Solve Map Problems (MP's) and User Requests (UR's)</translate>=
+
=<translate><!--T:92-->
 +
Solve Map Problems (MP's) and User Requests (UR's)</translate>=
 
<translate>
 
<translate>
 +
<!--T:93-->
 
Solving [[File:Problem pin open-low.png]]MP's and [[Image:Request pin open-low.png]]UR's needs attention and often quite some knowledge. Unless you are sure about the problem (e.g., you are local and checked the situation), it is not advised to do this when you are a starter to WME. More information can be read in [[Update_Requests_in_Waze_Map_Editor|Update Requests]] and [[Map Problems in Waze Map Editor|Map Problems]].
 
Solving [[File:Problem pin open-low.png]]MP's and [[Image:Request pin open-low.png]]UR's needs attention and often quite some knowledge. Unless you are sure about the problem (e.g., you are local and checked the situation), it is not advised to do this when you are a starter to WME. More information can be read in [[Update_Requests_in_Waze_Map_Editor|Update Requests]] and [[Map Problems in Waze Map Editor|Map Problems]].
 
</translate>
 
</translate>
  
= <translate>How to make a permalink</translate> =
+
= <translate><!--T:94-->
 +
How to make a permalink</translate> =
 
<translate>
 
<translate>
 +
<!--T:95-->
 
The permalink icon has two functions -- to refresh the browser window and to create Permalinks to share and communicate with other editors.  A permalink is a URL used to take you or someone else directly to a specific map location. It  contains latitude, longitude, zoom level, visible layers, and optionally a junction or a place or one or more segments.   
 
The permalink icon has two functions -- to refresh the browser window and to create Permalinks to share and communicate with other editors.  A permalink is a URL used to take you or someone else directly to a specific map location. It  contains latitude, longitude, zoom level, visible layers, and optionally a junction or a place or one or more segments.   
  
 +
<!--T:96-->
 
To refresh the browser and "remember" the current editing window information, simply click on the permalink icon.  Any unsaved edits will be lost, and the chat window will be cleared.  The current map permalink will be copied to the address bar, and may be copied for sharing with other editors.
 
To refresh the browser and "remember" the current editing window information, simply click on the permalink icon.  Any unsaved edits will be lost, and the chat window will be cleared.  The current map permalink will be copied to the address bar, and may be copied for sharing with other editors.
  
 +
<!--T:97-->
 
To create a permalink without refreshing the browser, zoom and pan the map to show what you want to show.  Next, hover the mouse over the [[File:wme_permalink_icon.jpg]] permalink icon on the right side of the bottom bar until a message pops up.  Then use {{Key press|Ctrl|C}} to copy the permalink. You can paste this link anywhere you need it.
 
To create a permalink without refreshing the browser, zoom and pan the map to show what you want to show.  Next, hover the mouse over the [[File:wme_permalink_icon.jpg]] permalink icon on the right side of the bottom bar until a message pops up.  Then use {{Key press|Ctrl|C}} to copy the permalink. You can paste this link anywhere you need it.
  
 +
<!--T:98-->
 
To include a single place, junction, or segment in the permalink, click on it before using the permalink icon.  To include several segments and/or objects, use {{Key press|ctrl|click}} (for MAC:{{key press|command|click}}).
 
To include a single place, junction, or segment in the permalink, click on it before using the permalink icon.  To include several segments and/or objects, use {{Key press|ctrl|click}} (for MAC:{{key press|command|click}}).
 
</translate>
 
</translate>
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
+
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:99-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
= <translate>Take the next step</translate> =
+
= <translate><!--T:100-->
 +
Take the next step</translate> =
 
<translate>
 
<translate>
 +
<!--T:101-->
 
* The sequel to this Quick-Start Guide can be found in in the [[Benelux Advanced Guide|BeNeLux Advanced Guide]]
 
* The sequel to this Quick-Start Guide can be found in in the [[Benelux Advanced Guide|BeNeLux Advanced Guide]]
 
* Helpfull tips and often encountered problems when starting editing are described in [[Common_editing_mistakes|Improve your skills]]
 
* Helpfull tips and often encountered problems when starting editing are described in [[Common_editing_mistakes|Improve your skills]]
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'''<big><center>Happy Wazing!</center></big>'''
 
'''<big><center>Happy Wazing!</center></big>'''
 
</translate>.
 
</translate>.
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate>back to the Table of Content</translate>''</small>]]</div>
+
<div style="text-align: right; direction: ltr; margin-left: 1em;">[[#TOC|<small>''<translate><!--T:102-->
 +
back to the Table of Content</translate>''</small>]]</div>
  
 
{{Benelux Footer|Sort=Beginner Guide}}
 
{{Benelux Footer|Sort=Beginner Guide}}

Revision as of 14:21, 28 February 2015

BeNeLux


This new page is currently undergoing modifications. The information presented should be considered a draft, not yet ready for use. This content is open to changes from anyone during construction. If you would like to make changes or have questions, please send a private message to this user.


WazeMapEditing.png

Welcome editor!

This page provides the basics to start editing the Waze Map. Because Waze is a navigation tool and not a topographic map, some things are drawn differently than expected. Our advice is, after reading this page, to choose one type of edit and first familiarize yourself with all aspects of that edit. Otherwise, you might as well get overfeed with information. Your Community is happy to help you make your edits work.

How to get to the Waze Map Editor (WME)

  1. Log in to www.waze.com. If prompted to login, use the same username and password as you do on the Waze client app and the rest of the Waze website.
  2. Choose you location at the right of the top bar
  3. Click 'live map'
  4. Click 'edit the map'

Or, go directly to www.waze.com/editor/?env=row.

After logging in, you will see the following page:

Wme whole window blank.jpg


However, the top bar layout has just changed in the new version of WME: Wme top toolbar.jpg

If you want to learn more about the controls and functions of WME (Waze Map Editor), you can find more details on the WME Interface and Controls page.

Start in Practice Mode

Before editing the map for real, you may first want to practice editing. Go to the WME server and choose Practice Mode. If you are already logged into WME, log out first to be able to enter Practice Mode.

The Waze Map Editor has a Practice mode in which you can perform nearly every action available when logged into the Editor, except that you cannot save any changes. In order to save changes, you must log in. Practice mode is helpful to new and existing editors and should be used to try out new or complicated edits before executing them.
More information can be found on Practice Mode.

Editing the map

Most starting editors at first try to match the map of Waze perfectly to the satellite image. They split roads, add bicycle paths and walking trails, make the roads very fluently and draw detailed places. However, Waze is NOT a topografical map, but a navigation system that routes you to your destination in the best/fastest way. Therefore, keep the Waze map simple: The lesser the detail, the clearer the map, lesser data use, faster calculations, and easier maintainance. With that in mind, let's start edit the map!

Create a Road

  1. Hover the mouse over the DrawRoads.jpg button on the toolbar at the top of the page and click "Road" (Shortcut key: i; Roundabouts are explained in another section)
  2. Click the mouse on the map at the point where you want to start the new road segment.
  3. Move the mouse cursor along the path of the road and click the mouse to add a geometry node for each point that changes direction along the road.
  4. When finished, double-click (or shift-click) the last point to end the segment.
  5. Select the segment again, and fill in the details of the segment in the menu pane on the left.
  • Each segment that is added must have a Country, City, and Street name, under the "Edit" link left. If there is no City and/or Street name available, then the "None" box(es) must be selected, or the segment will stay as an unfinished red line.
  • Be sure the road actually exists before creating it.
  • View a step-by-step video on how to add a road from an existing intersection. Note: this video is made with a previous version of WME, therefore, the layout looks different.

For more detail on creating road segments, see Creating and editing road segments.

Create a Place

Hover over this DrawPlace.jpg button to show Place categories. Choose one and click on the map to add it. This will add a point place. Use the left pane to change it to an area and to change other information about the place. For an area place, use geometry nodes of the place to change its shape.

More information about Places can found in the BeNeLux Places page.

Changing elements on the map

To change existing roads or Places, select the object you want to change. Now you can change the shape or appearance by adjusting the road geometry.

Geometry nodes

Segments Nodes Junctions.png

Segment geometry node
Places geometry node
When editing a segment or Area Place, large white circles appear where the segment changes direction ultimately altering its shape. Click and drag them individually to alter the geometry of the segment or Place. Press the d key while the mouse is hovered over them to delete the geometry node. Alternately, hold the d key and then move the mouse over the nodes you want to delete.
Segment intergeometry node.png
Landmark intergeometry node.png
The smaller white circles between the geometry nodes are "inter"-geometry nodes. When you click and drag an inter-geometry node, it becomes a larger geometry node and two more inter-geometry nodes appear halfway between each side again.

TIP: Under the Layers.png Layer icon at the top right of the Map Editor Tool Bar, you can turn off the road layer , to have a better view on the road structure and Satellite Image.
TIP: Press "Del" to delete a selected segment, Place, or junction´´

For more information, see Editing existing roads.

Connecting roads

When drawing new segments, or moving segments around, the editor will automatically make junctions.

  1. For new roads, if you start and/or end the new segment on an existing segment, a junction is created at the location were you start/end the new segment
  2. For existing roads, if you move the start or the end of a segment onto an existing segment, a junction is created
  3. If you move a junction to an existing segment or junction, all roads connected will be part of the junction.

Bridging roads

  1. Select two adjacent segments which should be joined together
  2. Click the Bridge idle.png icon over the junction
  • The properties of the segments to be bridged must be identical or you will not see the bridge icon
  • Bridging automatically increases the level of the new merged segment by 1 more than the highest level of the two segments. You can change it, of course, if it needs to be a different level.

Generally, if two segments can be joined, you can also select the junction and press the trash can icon to have them join as well. If the trash can icon does not appear, the segments are different in some way. This might be the reason there is a junction in the first place. For more detail, see Overpasses, Underpasses and Bridges.

Crossing roads

When two roads cross each other at the same elevation level, they can be joined together easily. This is useful if you draw several new roads for a neighborhood by drawing segments from end-to-end and allowing new segments to cross each other. Once drawn, you can junction them using this method.

  1. Select both segments
  2. Click the Node idle.png which should appear above the intersection
  3. A junction is added

The sign won't appear if the roads cross each other multiple times, or when elevation levels differ. You can often use this method with unconfirmed (red) roads, but sometimes the editor will refuse to do this process until the roads are confirmed. Additionally, changing zoom level sometimes helps to get the sometimes-stubborn junction creator icon to appear. For further information, see Overlapping road junctions.

Be sure to check the turn restrictions for your newly created junctions.

Turn instructions

Lotsa turns.jpg

When you select a segment, you can set the turn instructions by clicking the arrows at the junction(s) with other segments.

In General:

  • A green arrow means Allowed
  • A yellow arrow with a clock means Partially Restricted (scheduled or vehicle-type based)
  • A red arrow with the circle-slash icon means Restricted
  • Clicking an arrow toggles between Allowed and Restricted (or, between Partially and Fully Restricted).

NOTE: The slashed-circle icon for Restricted and clock icon for Partial turn restrictions are put in place to allow editors with various forms of color blindness differentiate between the three different types of turn arrows.

Each arrow must be set correctly for Waze to route correctly. Initial turn restrictions on roads that are impported by Waze, are set automatically by the Waze routing engine. Automatically set turns can be altered by the routing engine, but manually set turns cannot. Unfortunately, both automatic and manually set restricted turns are represented by red arrows and cannot be distinguished. Currently, when you use the option to enable all turns, it will not fully change the routing from automatic to manual instructions, leaving possible so called RevCons. To clear these, select the junction with the mouse. Then, in the left menu pane, click the link to "Disallow all connections" and then "Allow all connections". Alternately you can use the keyboard shortcuts, by pressing the letter 'q' to disallow all connections, followed by 'w' to allow all connections.

See the section set allowed turns for more information.

Keyboard Shortcuts for turn instructions

  • Press s to separate overlapping arrows.
  • Press a to make arrows transparent or opaque, so you can see beneath them or click items under them
  • Press q to disallow all turns
  • Press w to allow all turns
  • Press Shift+z to toggle between seeing the turns for one segement, or seeing all resticted turns (red arrows) for all junctions in your screen.

Create a roundabout

  1. Draw single road segments that will lead to the roundabout and ensure they extend into the center of the roundabout area. Use the visual map or gps points to align the roads.
  2. Hover the mouse over the DrawRoads.jpg button on the toolbar at the top of the page and click "Roundabout" (Shortcut key: o).
  3. Click the mouse on the map at the center of the roundabout area.
  4. Move the mouse cursor outside, up to the middle of where the roundabout road should be, and single-click.
  5. Roundabouts should not get a Streetname to enable proper routing. Enter the City name in the "Edit" menu left. Check the "None" box of the Streetname.

Roundabouts in WME will yield specific routing instructions to drivers, such as "at the roundabout, take the third exit". If those routing instructions could confuse drivers, the Roundabout tool should not be used.

Roundabouts should never be used for cul-de-sacs or other dead end streets, regardless of how round they are. A single road segment leading to a cul-de-sac should be drawn as a dead end. With very large roads it might be advisable to create a loop, but not a roundabout.

Traffic circles without roundabout signs neither should be drawn as a roundabout. In some cases, a roundabout is not used even if there is a roundabout sign, to create the best possible instructions for the situation.

Create a loop road

When drawing a road which connects to the same segment at both ends, only one junction is created. To create the other junction:

  1. Move the end of the new segment away from where it is
  2. Drop it
  3. Move it back to where you want the junction to be

When the start and end of a road segment ends at the same junction, the above may not work. Cut the looping segment somewhere, following the instructions in Cutting a segment. Then join the remaining segment end to the common junction and apply normal turn restrictions.

Please note, this form of loop road should only be sparsely used with care. For more information, see the article Loops in the Junction Style Guide.

Walking Trails / Pedestrian Boardwalks

Non-drivable roads should rather NOT be added to the map. They are often not necessary to use, because Waze is solely meant for drivers. They should only be added when it improves navigation for the driver:

General exceptions for drawing non-drivable roads

  • If navigation is unclear without them
  • If there aren't alternative ways leading to the destination
  • to prevent automatic Map Problems (MP’s), because of cyclists, walkers or travellers with public transport who use Waze (Aaargh).
  • To separate different speed tracks, for keeping speed data accurate.
  • the segment contains housenumbers.

Both Walking Trails and Pedestrian Boardwalks, as all non-drivable roads, should generally not be connected to drivable roads. Although the penalty in the routing calculation is high, if these roads would be connected, it can generate wrong routes.

BeNelux convention on using walking trail

(only if one of the above arguments count)
Walking trails are used for a specific purpose in the BeNeLux. Unlike its name is suggesting, it is only used for public transport like rail roads and bus lanes. Segments should be locked at level 5.

BeNelux convention on using Pedestrian Boardwalk

(only if one of the above arguments count)
If you think a Pedestrian Boardwalk is needed to help the driver finding it's way, than they can be used for Bicycle paths, Walking paths, and Pedestrian zones. They are generally set to driving direction Unknown and are not connected to driveable roads.
However, non-drivable segments containing housenumbers should be connected, and the driving direction is set to two-way. All necessary Pedestrian Boardwalks are locked at a minimum level 3.

Be aware that adding Walking Trails and Pedestrian Boardwalks can even stimulate the use of Waze by cyclists and walkers, which would lead to corrupt data! Walking trails and Pedestrian Boardwalks that are not necessary should be deleted, even if they do not disturb the routing. Its presence will encourage other editors to add even more!

When you have any doubt on using one of these segment types, just ask your Community.

Parking lots

Parking Lot Places are always drawn as an Area Place and should cover only Parkings that are distinctive and significant, and for general purpose and public use. For an extensive description, please read the Places page.

Housenumbers

Since november 2014 it is possible to search for housenumbers in the Waze database. To support this functionality, Waze imported housenumber data from external sources, in multiple countries, like The Netherlands. This was not the case in Belgium or Luxemburg.

When searching for an address in the Waze app or Livemap, Waze will use the following order to present the results:

  1. Manual created housenumbers
  2. Google Maps database
  3. Imported housenumber data

Imported housenumbers can be recognized for there is no editor linked to the housenumber in the housenumber screen. For the best working of Waze follow this guideline: if you notice a wrongly positioned address/housenumber in the app or livemap, add the housenumber or correct the housenumber in the Waze Map Editor. If the housenumber looks correct, but there is no editor linked to it yet, just give it a nudge and Save. Now you should see your name linked to the housenumber when you select it.

Note: Be aware that, in the app, old search records should be removed to get an updated result.

Solve Map Problems (MP's) and User Requests (UR's)

Solving Problem pin open-low.pngMP's and Request pin open-low.pngUR's needs attention and often quite some knowledge. Unless you are sure about the problem (e.g., you are local and checked the situation), it is not advised to do this when you are a starter to WME. More information can be read in Update Requests and Map Problems.

How to make a permalink

The permalink icon has two functions -- to refresh the browser window and to create Permalinks to share and communicate with other editors. A permalink is a URL used to take you or someone else directly to a specific map location. It contains latitude, longitude, zoom level, visible layers, and optionally a junction or a place or one or more segments.

To refresh the browser and "remember" the current editing window information, simply click on the permalink icon. Any unsaved edits will be lost, and the chat window will be cleared. The current map permalink will be copied to the address bar, and may be copied for sharing with other editors.

To create a permalink without refreshing the browser, zoom and pan the map to show what you want to show. Next, hover the mouse over the Wme permalink icon.jpg permalink icon on the right side of the bottom bar until a message pops up. Then use Ctrl+C to copy the permalink. You can paste this link anywhere you need it.

To include a single place, junction, or segment in the permalink, click on it before using the permalink icon. To include several segments and/or objects, use ctrl+click (for MAC: Command+click).

Take the next step

Happy Wazing!
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