Pathing data determining how units can be placed and moved. Building need Footprints to prevent units walk through it.
Note: Custom pathing footprints are bugged and will not initially show up in the editor (as of Mar 03, 2011). In order to preview your footprint in the editors pathing mesh create a custom mod, define your footprint, then attach the mod as a dependency to your map. Once the footprint is included in a dependency, you can edit the footprint as normal in your map file.
Layer
Footprints have 3 layers: Pathing (affects unit pathing), Placement Apply (determines what placement flags are applied to cells), and Placement Check (determines placement flag requirements for cells when a unit with this footprint is being placed)

Pathing /Shape
determines what placement flags are applied to cells
Type
Standard:
Standard footprints are used for most units and buildings. They can only change pathing from ground on the same cliff level.
Overlay:
Overlay footprints will overwrite all non-ground pathing. They are rarely used.
Persistant:
Persistent footprints will permanently stamp the pathing mesh with its image. They can be overridden but never removed. Use this for bridges.
Value
- No Pathing
- Building
- Unpathable
- Ground
- Cliff
Resolution
-
Brush Size
-
Placement Apply && Placement Check
determines placement flag requirements for cells when a unit with this footprint is being placed

Set
U can mark the area with different Set. Each set could have different attribute for for area.
Block Vision
Cells flagged as Block Vision will prevent ground units from seeing into and beyond the cell
Creep
A footprint that has cells flagged as Creep can be used in a Generate Creep behavior to control the size of the creep that will be generated
Ground - No Spawn
The game disallows placement of ground units on cells with this flag.
Near Resources
Arbitrary flag. Typically used on resource nodes to prevent them from being placed too close to resource drop off buildings.
No Creep
Creep will not grow on cells flagged as No Creep.
No Build
Arbitrary flag. Typically used on building footprints to prevent another building from being placed on top of it. Also, when the map loads, any cell that is not completely pathable (due to terrain) is flagged as No Build.
Resource Drop Off
Arbitrary flag. Typically used on buildings that allow resource drop off to prevent them from being placed too close to resources.