Load the game's FILE0000.GLB–FILE0004.GLB (shareware needs only 0000+0001). Pick a map — it opens scrolled to the bottom, which is where the level starts in-game. Nothing is ever uploaded, and your original files are never modified: saving downloads patched copies. The sidebar scrolls when it doesn't fit on screen, and you can drag its right edge to resize it (double-click the edge to reset).
Pick a tileset bank and a tile, then click/drag on the map to paint. Right-click the map to eyedrop any tile. A red dot in the picker marks destructible tiles; select one to edit what it breaks into, its hit points, and its bounty. Shift-drag selects a terrain region: Ctrl+C copies it and Ctrl+V pastes at the cursor — including onto a different map, ideal for splicing terrain bands between campaigns.
Click a placed enemy to select it (its flight path overlays in cyan), drag to move, Del to remove. Pick a library entry and Place mode to stamp new ones. Difficulty boxes: easy · medium · hard · secret. Rows 140–149 never spawn (the engine's scroll trigger starts at row 139), so placement is capped there. Shift-drag a rectangle to add several enemies to the selection; dragging, arrow keys, Delete, and difficulty changes then apply to the whole selection. Ctrl+C copies every selected spawn group once and Ctrl+V pastes at the last cursor row. Clear all removes every sprite without touching the tiles.
Edits the enemy definitions themselves — hit points, bounty, speed, fire rate, flight type — and three visual canvas layers: flight paths, gun mounts, and engine flares. Drag markers, click to add, and right-click to delete; gun shot types and flame widths are editable after selecting a marker. ★ is the spawn point; on repeat paths the orange waypoint is the loop-back target. Duplicate appends a copy as a brand-new enemy — the engine reads the entry count from the data size, so new enemies work even in the unmodified original game. The PNG importer previews palette quantization, replaces existing sprite/tile graphics safely, or appends consecutive sprite frames. New tiles are not inserted because tile item IDs are positional. Library changes affect every placement of that entry.
Choose another built-in track, import a DMX .MUS file, or import a Standard MIDI format 0/1 file for local conversion for the current level's soundtrack slot. The original engine hard-codes eight shared slots, so every other affected level is shown in yellow. MIDI format 2, SMPTE-timed MIDI, MP3, WAV, and Ogg are not supported.
Download GLB saves patched copies of every archive you touched.
Back up your originals, drop the patched files next to any Raptor that reads
v1.2 GLBs (DOS, Steam DOS, or the open-source port) and play. The 2015 Edition
uses the same original data but remains untested with modified archives.
On supported Chromium browsers, Open game folder… writes changes
directly and creates a non-overwritten .bak before the first
write. The editor also keeps a local recovery session in IndexedDB after
edits; Restore/Start Fresh appears the next time it opens. JSON export/import
matches the companion command-line tools.
Export .rapmod creates a compact JSON patch containing only your changed map cells and spawn groups, changed/appended data records, and custom music or artwork. Exports use v1 unless embedded artwork requires v2, and both versions remain importable. Import .rapmod checks SHA-256 hashes against the recipient's own loaded GLBs, previews every affected map, bank, and music slot, then validates the complete result before applying anything. Undo mod import restores the entire prior session.
Ctrl+Z undo · Ctrl+Y / Ctrl+Shift+Z redo (per map / per library bank) · Ctrl+C/Ctrl+V copy/paste the selection (sprite groups on the Sprites tab, terrain regions on the Tiles tab) · Del delete selected sprite · Esc exit place mode, clear the selection, or close this help.
Built by a lifelong Raptor fan by studying the released DOS source code and the GPL-2 open-source port. Every file format was validated byte-for-byte against the shipped data — an untouched map re-saves byte-identically. This tool contains and distributes no game data; you supply your own GLB files.