Map
Overmap is the world map, what you see when you hit the m key, it is essentially endless and can be limited only by external means. Character can see five tiles on the overmap in any direction, binoculars double that distance, but some structures still obstruct range of view. You can also increase the distance further by being on a higher Z-level than the layer of the map you're trying to reveal - the higher the Z-Level, the further the distance. The time of day, and the Cycle of the Moon, will also affect how much of the map will be revealed.
Each overmap tile (e.g. house, crossroad, forest) equates to a single tinymap, or 24x24 player-size tiles. Tinymap is not really used in the code much, but it is available because it is more efficient than a map.
Map is 156x156 player-size tiles and used in normal gameplay; the game has a map m, which is the area which is considered "in-play," inside which monsters, fields, traps, etc. will be processed. Other than their respective sizes, map and tinymap are completely identical.
Both tinymap and map are formed of an array of submaps. A submap is 12x12 player-sized tiles, and also keeps track of any fields, items, traps, and computers in that area. Tinymap is made up of 2x2 submaps; map is made up of 13x13 submaps.
Overmap legend
Wilderness
Wilderness tiles need some distance from a town to spawn. So if certain locations, like the LMOE shelter, or labs don't show up, the world settings have too large cities and too little space between them.
The wilderness, also known as the countryside, is the stretches of land and rural areas outside of cities, compared to the city, it contains more natural resources such as wood, wild plants, and animals, which can be hunted for meat.
The countryside is much safer to stay in than the city, and should be sought after if playing certain scenarios, such as Missed and Infected scenarios.
Even there, it can have it's fair share of nasty surprises that are unique to the area, ranging from hostile animals, occasional stray zombies, to the extremely dangerous forest dwelling Jabberwock.
Name | See Cost | Extras | |||
---|---|---|---|---|---|
. | field | 2 | field | ||
F | forest | 3 | field | ||
┘┐┌└├┤┴┬│─┼ | forest trail | 3 | field | ||
F | swamp | 4 | field
| ||
H | highway | 2 | road | ||
┘┐┌└├┤┴┬│─┼ | road | 2 | road | ||
|- | bridge | 2 | road | ||
R | river | 1 | |||
R | river bank | 1 | |||
C | cabin | 5 | building | ||
O | dirt lot | 1 | field | ||
^ | farm | 5 | building | ||
# | farm field | 5 | building | ||
p | prison | 5 | |||
M | mansion | 5 | building | ||
F | FEMA camp | 5 | building | ||
+ | LMOE shelter | 2 | |||
+ | evac shelter | 2 | |||
+ | Refugee center | 0 | |||
L | science lab | 5 | |||
N | nuclear plant | 5 | |||
B | military bunker | 2 | |||
M | military outpost | 2 | building | ||
0 | missile silo | 2 | |||
T | strange temple | 5 | |||
P | sewage treatment | 5 | |||
M | mine entrance | 5 | |||
O | mine shaft | 5 | |||
M | mine | 2 | |||
@ | spiral cavern | 2 | |||
D | toxic waste dump | 2 | |||
X | hazardous waste sarcophagus | 5 | none | ||
C | cave | 2 | field | ||
C | rat cave | 2 | |||
8 | bee hive | 3 | field | ||
T | fungal bloom | 2 | Marloss | ||
0 | cavern | 5 | |||
% | anthill | 2 | |||
~ | slime pit | 2 | |||
T | triffid grove | 5 | |||
% | solid rock | 5 | |||
^ | rift | 2 | |||
^ | hellmouth | 2 | |||
┘┐┌└├┤┴┬│─┼ | ant tunnel | 5 | |||
O | ant food storage | 5 | |||
O | ant larva chamber | 5 | |||
O | ant queen chamber | 5 | |||
S | sugar house | 0 |
Towns
Villages (when small), the bigger towns, and the even bigger cities are the locations where many modern urban necessities are found, unfortunately they are the epicentre for the biggest zombie hordes in the game.
They can range from small hamlets with a typical minimum of only two little houses and few zombies, to bustling and dangerous cities with an extensive sewage system, subway systems, and tall skyscrapers, filled with thousands of zombies that make escaping the huge city a great challenge.
Cities are much more dangerous than the wilderness, and will get even more dangerous as the days go on due to zombie evolution, but the high quality loot found in cities is highly desirable for before a player retreats for the wilderness, making it much easier to survive for longer periods before a player will want to have another venture back to the cities.
As of 0.D (Danny), towns and cities will spawn with randomly generated names. See the map for the names, you can turn off if the names are visible or not.
The Necropolis is a rare city with an organised layout that is always the same when it spawns, as well as the usual zombies found, it is the only place where the rare irradiated wanderer spawns.
Name | See Cost | Extras | |
---|---|---|---|
O | crater | 2 | field |
^>v< | house | 5 | building |
O | parking lot | 1 | building |
O | park | 2 | building |
O | pool | 2 | |
^>v< | gas station | 5 | building |
^>v< | pharmacy | 5 | building |
^>v< | office | 5 | building |
A | apartment tower | 5 | building |
Tt | office tower | 5 | building |
p | tower parking | 5 | building |
C | church | 5 | building |
C | cathedral | 5 | |
C | cathedral basement | 5 | |
^>v< | grocery store | 5 | building |
^>v< | hardware store | 5 | building |
^>v< | electronics store | 5 | building |
^>v< | sporting goods store | 5 | building |
^>v< | liquor store | 5 | building |
^>v< | gun store | 5 | building |
^>v< | clothing store | 5 | building |
^>v< | library | 5 | building |
^>v< | restaurant | 5 | building |
^>v< | fast food restaurant | 5 | building |
^>v< | coffee shop | 5 | building |
S | subway station | 5 | subway |
O | garage | 5 | building |
^>v< | police station | 5 | building |
^>v< | bank | 5 | |
^>v< | bar | 5 | building |
^>v< | pawn shop | 5 | building |
M | mil. surplus | 5 | building |
^>v< | furniture store | 5 | building |
^>v< | abandoned storefront | 5 | building |
M | megastore | 5 | building |
H | hospital | 5 | building |
Ww | public works | 5 | |
s | regional school | 5 | |
h | hotel parking | 5 | |
H | hotel entrance | 5 | |
H | hotel tower | 5 | |
B | hotel basement | 5 | |
X | radio station | 5 | building |
+ | evac shelter | 2 | |
X | radio tower | 2 |
Radio towers are tall structures surrounded by chain link fences. Sometimes a small building exists on the base. The tower has several levels connected by stairs. The top floor sometimes contains loot such as military gear, survivor telescopes and other equipment suggesting either a military sniper ( military gear, rifles, binoculars) or a scouting survivor (survivor telescope, survivor notes). Wasp nests may grow on the upper levels. Using a radio near a tower may yield a radio signal. Scan to find it. The height of the tower allows you to see scout the map of the nearby area. There may be electronic loot in the building at the base. In general it's low risk decent reward as long there's no wasp nest or other hostile entities. |
O | basement | 5 | |
┘┐┌└├┤┴┬│─┼ | subway | 5 | subway |
┘┐┌└├┤┴┬│─┼ | sewer | 5 | |
O | tutorial room | 5 | |
c | candy shop | 5 | building |
Map extras
- Helicopter crash site May contains uncommon bionics, or random guns, or items from dead soldier or scientist.
- Dead military squad 2d6 bodies with military equipment, sometimes ID card, and some rare items.
- Dead scientists 2d5 bodies with scientific equipment, always ID cards, and some rare items.
- Stash, rounded with traps Trash, wood, drugs, food, ammo, or rare items.
- Dead drug-dealers 2x3d3 bodies, sometimes with melee weapons or firearms, and always lots of heroin, meth, cocaine, or weed.
- Supply drop 1-5 locked crates with military food, grenades, armor, and rifles.
- Portal, surrounded by rubble Spawn of 0-4 random nether monsters.
- Minefield Beware of dirt mounds! Look for the signs warning of the minefield.
- Wolf pack Spawn of 3-6 beasts.
- Puddle of shallow water
- Crater (these differ from regular ones - they are always highly radioactive)
- Fumarole (some lava on the surface)
- One-way portal from Nether world Marloss, and sometimes gelatinous blobs, flaming eyes, krecks, and blank bodies.
- Anomaly with natural artifact and traps, which are related to its effects.
Chances of appearance by extras flag:
%%% | HEL | MIL | SCI | STA | DRG | SUP | PRT | MIN | WLF | PUD | CRT | FUM | 1WY | ART | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
road | 50 | 40 | 50 | 120 | 200 | 30 | 10 | 5 | 80 | 20 | 200 | 10 | 8 | 2 | 3 |
field | 60 | 40 | 15 | 40 | 80 | 10 | 10 | 3 | 50 | 30 | 300 | 10 | 8 | 1 | 3 |
subway | 75 | 0 | 5 | 12 | 5 | 5 | 0 | 7 | 0 | 0 | 120 | 0 | 20 | 1 | 3 |
building | 90 | 0 | 5 | 12 | 0 | 10 | 0 | 5 | 5 | 0 | 0 | 60 | 8 | 1 | 3 |
Chances are relative to each other; e.g. a 200 chance is twice as likely as a 100 chance to appear.