If you put minions or villains on a map, they will fight the heroes whenever they get in range, so this is fine to do. However, you cannot control those bad guys with EZScript Edit. You can only do it with real Python scripting, which is a lot more complicated. So, if you want to just scatter some bad guys around, that’s fine, but if you want to actually make them part of a mission’s objectives and/or you want to give them dialog, you’ll want to spawn them with your EZScript instead of putting them on the map.
Positional Marker: This will place a marker, like those described above. This can be very useful for choosing where things happen in a mission.
Light: Does just what you’d think, places a light on the map.
Area_Specific: This is where your generic objects, like buildings, benches, walls, and everything else is located. If you click on this directory, it will open up another set of directories corresponding to the different types of maps. Each map type contains all of the different objects that go with that type of map, so you’ll have to do some digging around to get used to where things are. However, it will generally make sense. You’ll find city-type objects like most of the buildings under the “City” category, while you’ll find the Cuban-themed buildings and tropical trees under the “Cuba” category.