For basic navigation in the editor, see the Torque Official documentation here: http://docs.garagegames.com/torque-3d/official/content/documentation/World%20Editor/Basics/Overview.html
Most importantly, look at the section entitled "Looking and Moving Around"
Once you have a feel for it, you should be able zoom out and look at everything included in this file.
On the top right, there is a panel called the "Scene Tree". Open up the MissionGroup and you'll see all the objects contained in this level. Let's go over each item, one at a time.
First we have "theLevelInfo".
"theLevelInfo" is where you'll need to fill out a few fields for your level to work and publish properly. Aside from the things like fog and other such level settings, there are a few key custom fields here that you should be aware of towards the bottom:
"LevelName" - This is the name that the mod will show up as in Tower Wars, and needs to match your save file name. This template is set up as a 1v1, so you will use the base name. If this were a 2v2, you would call it "WorkshopTemplate_2v2" and if it were a 3v3, "WorkshopTemplate_3v3". When you publish in this way, each map type will be published under the same single mod on Steam. When players join to play, the game will automatically pick the correct version based on how many players there are. ***Make sure you save you level in the levels folder only, or you will encounter errors!!!***
"cameraDataBlock0-1" These determine which was the player's camera's face during the game. The current settings are good for this map where the players are facing each other. If you want to do a map where the players are facing the same direction, like Battle Bluffs, you can change the values to "Level01AxonometricCameraA" and "Level01AxonometricCameraB".
"MaxPlayers" - Though redundant, this field needs to be filled out to match how many players the game will allow. 2, 4 or 6 should be entered for 1v1, 2v2 and 3v3 respectively.
"towerInitialRotation0-1" This is important depending on the type of map you're making. It determines which way the towers face when they are built. The settings you see right now are perfect for a map where the two teams are facing each other (these are the settings used in Dusk till Death and Warcicle". If you're creating a map where both teams are facing the same direction, like Battle Bluffs, use "3" for both fields. Acceptable values are 0-5, each meaning a 60 degree rotation offset from the default.
Next is "CameraPlane".
This is a custom object we created that is nothing more than a flat invisible plane. It will not affect characters or projectiles and is used solely for the camera "look-at" node to slide on. When the camera node reaches the edge of this plane. Without it, the camera will be stuck. You can raise it or lower depending on where you place your hexes.
Then we have the "TerrainPlane".
The "TerrainPlane" is a Torque Terrain object, and here's it's using a default sand texture. To edit this, you can use the Terrain Editor and Terrain Painter tools provided in Torque. For more information on how to handle Terrain, see here: http://docs.garagegames.com/torque-3d/official/content/documentation/World%20Editor/Editors/TerrainEditor.html
Next is "SunSky".
This is pretty much what it says. It's the sun... in the sky... You can tweak these settings to get drastically different looks to your level. For more information on lighting in a scene, look here: http://docs.garagegames.com/torque-3d/official/content/documentation/World%20Editor/Adding%20Objects/ScatterSky.html
Next is "Music".
If you'd like to provide a custom music track to your level, you can do so here. Torque uses .OGG files. You don't need to mess with the other settings, just provide the new track and it should work. Whatever track you assign here will begin playing once the match officially starts.
Lastly we have "RequiredObjects" and "OtherPrefabPieces". Open that those up to see the subfolders and what's inside them.
These are some of the required "prefab" objects to create a level. Every level, in order to fuction properly, needs unit spawn points, castles, BP start triggers, Hint Path start points, and hexes. Without these, the game probably won't work. In the "OtherPrefabPieces" folder we have a few objects for connecting the other essential pieces.