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Ciber Ninja

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Posts posted by Ciber Ninja

  1. I don't have the files to double check this now, but I think it was blends.txt?

    Basically there is a text file somewhere that controls how the colors of your bmp are translated into tiles. Once you get that setup I suggest using Paint.Net for editing your bmps, Keep a master .PDN with all your base, veg, and zombie maps in different layers. I like to also keep things like roads in a separate layer.  Then if you want to change one part, you have much less editing to do. There are a few plugins you should look for I don't have that stuff on my comp atm so I can't give names. There is one that lets you make grids which can be nice, but the most important one lets you select a few colors or a color pallet and make every pixel have the closest value in that pallet. That way you don't get any errors in conversion.

    To create random forrest paths I suggest first create a new layer, fill it with a grid of lines. Then you can apply what I think was called the warp filter. It was definitely a default filter. That keeps all your paths connected, but makes them naturally squiggly. 

    And for farm plots you can use the fill tool with a pattern selected the apply a little warping to get those nice cornrows.  Also look for an erode/dilate plugin and experiment with that.

    Don't be shy about reusing buildings with minor changes. People are not very observant.

    Make liberal use of the "pothole" road textures, they can give you some interesting looks. I often see country roads with a meter or so of gravel on the side irl. 

    You can make it look like you have drainage ditches on roadsides via alternating light and dark grass.

  2. The many small streams & canals should be good for controlling player movement. By making zombies very dense at bridges, you form a chokepoint that forces players to be crafty once an area runs out of resources. You can alter certain files to let you paint crop vegetation. 

  3. You should consider making some of the minor neighborhood streets less grid like. Since they don't have lane lines you could easily get away with a street or two at 45 degree angles. And it would really spice things up. 

  4. It is important to note that the map making tools do in fact have a decent learning curve. I found that the biggest hurdle was just getting everything in game the first time. The second hurdle is just exploring and memorizing all the tiles you have available. 

  5. I don't think this is really necessary.

    The natural tiles (grass, sand, dirt, and pothole) have diagonal blends so as long as you line your roads with the correct tiles they will appear diagonal.

    I personally have taken a liking to the kind of pothole that looks alot like gravel.

  6. On 6/25/2017 at 1:15 PM, EasyPickins said:

    WorldEd comes with the latest Rules.txt.  The "erosion" code replaces the old grass/bushes with new ones when loading the map in-game.  The editor only displays the old grass/bush tiles.

     

    You can place specific new tiles in TileZed from any of these tilesets and they will appear the same in-game.  They must be placed on a "blends_natural" floor tile.

    • d_plants_1
    • f_bushes_1
    • e_XXX_1 (non-jumbo tree tiles)

    So is that a hard technical limit or is it just not a priority?

  7. It turns out that you can use CartoZed to make a map from the Muldraugh lotfiles in your game folder, then load that into world ed to use as a template to line up the edges of your maps!

    This would probably work with other maps.

  8. Idea: In older towns some houses along main roads are often turned into businesses. Replace the yard with a parking lot and fill it with office furniture and boom you have a real estate office. Down the street from me there is a psychic.  That could be an interesting business.

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