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m (→‎Overmap legend: Some minor tweaks to descriptions (this one is a real minor, the previous edit wasn't))
m (removing reduncency about how it works. lol)
 
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{{ver|unknown}}
__FORCETOC__
__FORCETOC__
'''Overmap''' is the world map, what you see when you hit the {{k|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,  [[items#binoculars|binoculars]] double that distance, but some structures still obstruct range of view.
'''Overmap''' is the world map, what you see when you hit the {{k|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,  [[items#binoculars|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'''.
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'''.
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== Overmap legend ==
== Overmap legend ==
<!--
struct oter_t {
std::string name;
long sym; // This is a long, so we can support curses linedrawing
nc_color color;
unsigned char see_cost; // Affects how far the player can see in the overmap
const map_extras& embellishments;
bool known_down;
bool known_up;
};
-->
{| cellpadding="3" class="sortable" style="border-collapse: collapse; margin: 0 0 1em 0"
|- style="background-color:lightgreen"
! class="unsortable" style="background-color: white; border: 1px solid white"|
! style="border: 1px solid #aaa; border-left-color: white" | Name
! style="border: 1px solid #aaa" | <abbr title="See cost, affects how far the player can see in the overmap">SC</abbr>
! style="border: 1px solid #aaa" | Extras
<!--
! style="border: 1px solid #aaa" |
! style="border: 1px solid #aaa" |
-->
! class="unsortable" style="border: 1px solid #aaa; border-right-color: white" | Notes


{{row/{{PAGENAME}}|nothing|%|c_white|0|no_extras|false|false|Non-revealed or out of map borders.}}
=== Wilderness ===


{{row/{{PAGENAME}}|crater|O|c_red|2|field_extras|false|false|
Wilderness tiles need some distance from a town to spawn. So if certain locations, like the [[LMOE shelter]], or [[Science lab|labs]] don't show up, the world settings have too large cities and too little space between them.
These are heavy damaged areas of the map, suggesting that they were bombed, shelled or even nuked. {{spoiler|Some of these craters are radioactive, and you can get a mutation by wandering around these places.}}}}


<!-- Wild terrain
{{:wilderness}}
-->
{{row/{{PAGENAME}}|field|.|c_brown|2|field_extras|false|false|Fields are large flat open areas, which sometimes contain berries and always lots of rocks.}}


{{row/{{PAGENAME}}|dirt lot|O|c_brown|1|field_extras|false|false|Terrain randomly filled with shallow pits. Found in the front area of farms.}}
=== [[towns and cities|Towns]] ===
 
{{:towns and cities}}
{{row/{{PAGENAME}}|forest|F|c_green|3|field_extras|false|false|Sparse forest. Forests are usually dense with shrubs and trees. Mushrooms and berries can be found in Forests}}
 
{{row/{{PAGENAME}}|forest|F|c_green|4|field_extras|false|false|Dense forest. Forests are usually dense with shrubs and trees. Mushrooms and berries can be found in Forests.}}
 
{{row/{{PAGENAME}}|swamp|F|c_cyan|4|field_extras|false|false|Spawns [[Enemies#Swamp_creatures|swamp creatures]]. {{spoiler| Except during winter. Watch out for sinkholes}}.}}
 
{{row/{{PAGENAME}}|bee hive|8|c_yellow|3|field_extras|false|false|Always occupy 3x3 square. Beehives are large, hexagonal based structures which contain many [[Enemies#giant_bee|giant bees]].
{{spoiler|They are a good source of honey comb and further in, royal jelly.}}}}
 
{{row/{{PAGENAME}}|forest|F|c_green|3|field_extras|false|false|Yet another forest area. {{spoiler|This is a spider pit actually. There will be a lot of webbing and you can accidentally fall in cave where lives spider, it may contain some valuable items. Though lots of webbing doesn't always mean spider pit, it may be just surface spider lair}}.}}
 
{{row/{{PAGENAME}}|fungal bloom|T|c_ltgray|2|field_extras|false|false|
* Fungal blooms are actually the location of the entity, fungal spire and fungal wall.
* Fungal spires constantly spew out spores and thereby spawn [[enemies#fungaloid|fungaloids]] in the area and if applicable, fungal zombies and fungal insects. {{spoiler|All of them can infect you with a nasty fungal parasite}}.<br>
{{spoiler|If fungal spire is destroyed, spawn of fungaloids in the area will become depleted eventually.}}}}
 
{{row/{{PAGENAME}}|road|<!-- ┘┐┌└├┤┴┬-->│─┼|c_dkgray|2|road_extras|false|false|
Roads are found commonly in cities and almost always lead to somewhere of significance.
* Always have terrain type with a movement cost of 100. Traveling on roads is faster than [[#swamp|swamps]] and [[#sewer|sewers]].
* Roads are impassable obstacles to burrowing entities such as [[enemies#giant_worms|giant worms]].
* Sometimes pipes and vehicle parts can be found here.}}
 
{{row/{{PAGENAME}}|road, manhole|┼|c_yellow|2|road_extras|true|false|Crossroad area with a manhole in the center. You can use a [[tools#crowbar|crowbar]] to open it, and access the [[#sewer|sewers]] below.}}
 
{{row/{{PAGENAME}}|bridge|{{!}}-|c_dkgray|2|road_extras|false|false|Bridges are essentially [[#highway|highways]] over water.}}
 
{{row/{{PAGENAME}}|river|R|c_blue|1|no_extras|false|false|Deep Water is found here, and can be used as an escape route, since many monsters cannot swim. However, swimming is extremely difficult while carrying or wearing ''anything'' at all, and should only be used in a last ditch attempt.}}
 
{{row/{{PAGENAME}}|river bank|R|c_ltblue|1|no_extras|false|false|Filled with shallow water, which slows down entities.}}
<!-- +11 direction variants -->
 
<!-- City buildings
-->
{{row/{{PAGENAME}}|house|^>v<|c_ltgreen|5|build_extras|false|false|A suburban house. It always has these rooms:
* Entrance hall: The area just behind the front door. You'll usually find assorted clothing and other miscellaneous items, such as lighters and magazines.
* Kitchen: Drinks and food are usually found in the refrigerator. Other cooking components and tools can be found here too.
* Bedroom: A big room with a bed and a dresser. You'll usually find miscellaneous clothing and other items in the dresser. Lying around you can find other useful items such as sewing kits, containers, sunglasses, etc. Occasionally there's two bedrooms.
* Bathroom: There's always a functioning toilet here that you can use as a source of water. You can also find all kind of meds here (including bandages and first aid kits).
 
{{spoiler|Some houses also have a basement. You might find stashed drinks and food, weapons and ammo or items used for scientific purpose.}}}}
 
{{row/{{PAGENAME}}|parking lot|O|c_dkgray|1|build_extras|false|false|Flat open area near other buildings. You might find a vehicle here. {{spoiler|30% chance. In towns, this area is usually surrounded by specials.}}}}
 
{{row/{{PAGENAME}}|park|O|c_green|2|build_extras|false|false|Flat open area near city buildings, sometimes with structures or trees, sometimes it's a fenced basketball courtyard. {{spoiler|This area is usually plagued by child zombies.}}}}
 
{{row/{{PAGENAME}}|gas station|^>v<|c_ltblue|5|build_extras|false|false|Has gasoline pumps out front, which are a significant source of [[ammunition#gasoline|gasoline]] as well as being explosive. The interior contains drinks and food and some [[books|books and magazines]]. {{spoiler|You might also find a road map here.}}}}
 
{{row/{{PAGENAME}}|pharmacy|^>v<|c_ltred|5|build_extras|false|false|Food, drinks and [[comestibles#meds|medicines]].  Also, some [[books|books and magazines]].}}
 
{{row/{{PAGENAME}}|grocery store|^>v<|c_green|5|build_extras|false|false|It contain many various [[comestibles|food and drinks]], especially raw fruits and vegetables, also cooking [[tools]] and some [[books|magazines]].}}
 
{{row/{{PAGENAME}}|hardware store|^>v<|c_cyan|5|build_extras|false|false|[[Construction]] and [[crafting]] gear, [[tools]] and [[components]]. Also, some related [[books|magazines]]. {{spoiler|You can occasionally find a gas pump in the outside back area.}}}}
 
{{row/{{PAGENAME}}|electronics store|^>v<|c_yellow|5|build_extras|false|false|Batteries, flashlights, radios, mp3 players and crafting goods for electronics.}}
 
{{row/{{PAGENAME}}|sporting goods store|^>v<|c_ltcyan|5|build_extras|false|false|Tools, gear and components related to sports and survival. You might find backpacks, tents, rollmats, ropes, baseball bats, cooking tools, [[books|manuals]], etc. Usually the back room has more useful items laying around.}}
 
{{row/{{PAGENAME}}|liquor store|^>v<|c_magenta|5|build_extras|false|false|This is the place to go if you want to get drunk, or build an arsenal of molotov cocktails. You can also find some non-alcoholic drinks and snacks here. {{spoiler|You might also find a road map here.}}}}
 
{{row/{{PAGENAME}}|gun store|^>v<|c_red|5|build_extras|false|false|Lots of guns and ammo. Also some related magazines (such as "Archery for kids") and gun modifications can be found here. The ammo is always located in the right side, as well as any existent SMG. Shotguns and handguns in the center shelves. Rifles in the left side. And gun modifications and magazines in the back left area. All gun stores have a shooting range in the back, where you might also find other guns and ammo a client forgot there.}}
 
{{row/{{PAGENAME}}|clothing store|^>v<|c_blue|5|build_extras|false|false|All kind of [[clothing]] items can be found here, including containers.}}
 
{{row/{{PAGENAME}}|library|^>v<|c_brown|5|build_extras|false|false|The place to check if you want to become a cultivate survivor or just have a nice time. Tons of magazines and books. You can find the technical ones usually in the back area.}}
 
{{row/{{PAGENAME}}|restaurant|^>v<|c_pink|5|build_extras|false|false|Open room with tables and kitchen at back side. The kitchen might contain some drinks and food, as well as other cooking related tools.}}
 
{{row/{{PAGENAME}}|subway station|S|c_yellow|5|build_extras|true|false|Entrance to the subway area.}}
 
{{row/{{PAGENAME}}|garage|O|c_white|5|build_extras|true|false|Here you'll find tools and parts needed for building [[vehicles]] or repairing and installing [[vehicles#Available parts|vehicle parts]]. You also can occasionally find either [[vehicles#Default vehicles|complete vehicles]] or chassis here.}}
 
{{row/{{PAGENAME}}|cabin|C|i_green|5|build_extras|true|false|Forest cabin and a tool shed. {{spoiler|You'll have to kill the former (undead) inhabitants if you want to settle here.}}}}
 
{{row/{{PAGENAME}}|farm|^|i_brown|5|build_extras|true|false|Farm house and a tool shed. Always surrounded by [[#farm field|farm fields]] and a [[#dirt lot|dirt lot]] in the front area. {{spoiler|You'll have to kill the former (undead) inhabitants if you want to settle here.}}}}
 
{{row/{{PAGENAME}}|farm field|#|i_brown|5|build_extras|true|false|Farming parcel, surrounded by barb wire. The top left one is always a barn instead.}}
 
{{row/{{PAGENAME}}|police station|^>v<|h_yellow|5|build_extras|false|false|The home of the law and order agents in the town. Until the zombie outbreak. This is a locked area, so you'll need to find a way to force entry. You can imagine that this area will have some kind of security measures. Proceed with caution.
{{spoiler|Forcing entry might turn on the alarm, even when successfully lockpicking the doors. The alarms will spawn eyebots, copbots and/or secubots.}}
 
{{spoiler|By hacking the computer inside you can both deactivate the alarm and open the doors to the evidence rooms. There you might find some weapons and armor.}}}}
 
{{row/{{PAGENAME}}|bank|^>v<|c_ltgray|5|no_extras|false|false|You might think that there must be something valuable here, and you might be right. This is a locked area, so you'll need to find a way to force entry. You can imagine that this area will have some kind of security measures. Proceed with caution.
{{spoiler|Forcing entry might turn on the alarm, even when successfully lockpicking the doors. The alarms will spawn eyebots, copbots and/or secubots.}}
 
{{spoiler|You can hack your way into the vault, which sometimes contains a single but valuable item.}}}}
 
{{row/{{PAGENAME}}|bar|^>v<|i_magenta|5|build_extras|false|false|A place of leisure. Alcoholic drinks, snacks and a pool table can be found here. It usually only has one entry and no windows.}}
 
{{row/{{PAGENAME}}|pawn shop|^>v<|c_white|5|build_extras|false|false|Pawn shops usually contain the most colorful bunch of items. This is a locked area, so you'll need to find a way to force entry. You can imagine that this area will have some kind of security measures. Proceed with caution.
{{spoiler|Forcing entry might turn on the alarm, even when successfully lockpicking the doors. The alarms will spawn eyebots, copbots and/or secubots.}}
 
{{spoiler|You might find petrified body parts here!}}}}
 
{{row/{{PAGENAME}}|mil. surplus|^>v<|i_ltgray|5|build_extras|false|false|Lined with shelves containing valuable military clothes and rations, and some other goodies too.}}
 
{{row/{{PAGENAME}}|megastore|M|c_ltblue|5|build_extras|false|false|Entrance square.}}
<!---->
{{row/{{PAGENAME}}|megastore|M|c_blue|5|build_extras|false|false|Always occupy 3x3 square. All in one. There can be groceries, hardware, clothing & sporting goods sections.
{{spoiler|And extra undead shopoholics. And extra means EXTRA.}}}}
 
{{row/{{PAGENAME}}|hospital|H|c_ltred|5|build_extras|false|false|Entrance square.}}
<!---->
{{row/{{PAGENAME}}|hospital|H|c_red|5|build_extras|false|false|Always occupy 3x3 square. Hospitals are a good place to find all kind of drugs and healing items. Maybe you'll even be able to fix that broken limb.
{{spoiler|It's also a place plagued with zombies. LOTS of them.}}
 
{{spoiler|Always has a blood test lab as center square, as well as an experimental limb-regeneration machine...}}}}
 
{{row/{{PAGENAME}}|mansion|M|c_ltgreen|5|build_extras|false|false|Entrance square.}}
<!---->
{{row/{{PAGENAME}}|mansion|M|c_green|5|build_extras|false|false|Large 3x3 complex. May have: big private library, medieval armor and weaponry, pool tables, food supplies, swimming pool, greenhouse, or art collection, which sometimes includes mysterious unnatural objects<!--petrified eyes, vortex stones-->.
And sometimes it's nothing but massive dining rooms with leaky roofs.}}
 
{{row/{{PAGENAME}}|FEMA camp|+|c_blue|5|build_extras|false|false|Entrance to the FEMA camp.}}
 
{{row/{{PAGENAME}}|FEMA camp|F|i_blue|5|build_extras|false|false|FEMA camp area. {{spoiler|There's lots of goodies inside here, from ammo and weapons to food, gear and tools. It's overrun with zombies, including zombie scientists and soldiers.}}}}
 
<!-- Goodies/dungeons
-->
<!--{{row/{{PAGENAME}}|evac shelter|+|c_white|2|no_extras|true|false|}}-->
{{row/{{PAGENAME}}|evac shelter|+|c_white|2|no_extras|false|true|Always has a basement where you might find useful items.}}
 
{{row/{{PAGENAME}}|LMOE shelter|+|c_red|2|no_extras|false|false|Entrance to the LMOE shelter, hidden by vegetation. You'll have to open those metal doors to get inside.}}
 
{{row/{{PAGENAME}}|LMOE shelter|+|c_red|2|no_extras|true|false|Underground area. {{spoiler|Excellent shelter. It has its own water supply and anything imaginable to be able to survive the zombie apocalypse.}}}}
 
<!--ot_lab-->{{row/{{PAGENAME}}|science lab|L|c_ltblue|5|no_extras|false|false|Entrance to mysterious underground lab complex.
{{spoiler|A science ID card or using an electrohack is required to enter.}}}}
<!--ot_lab_stairs-->{{row/{{PAGENAME}}|science lab|L|c_blue|5|no_extras|true|false|Regular underground lab segment, but with stairs down.}}
<!--ot_lab_core-->{{row/{{PAGENAME}}|science lab|L|c_ltblue|5|no_extras|false|false|Segment of underground lab complex. It may contain:
* {{spoiler|Closet with cleaning supplies.}}
* {{spoiler|Lobby with computer, which can be hacked to access research logs and download map of outskirts.}}
* {{spoiler|Chemistry storage, where mutagens, purifiers and other useful things can be found.}}
* {{spoiler|Teleportation lab.}}
* {{spoiler|Room filed with goo.}}
* {{spoiler|Common bionics storage with internal batteries, power sources, utilities and nothing more.}}
* {{spoiler|Cloning vats filled with bodyparts.}}
* {{spoiler|Vivisection lab.}}
* {{spoiler|Dormitory.}}}}
<!--ot_lab_finale-->{{row/{{PAGENAME}}|science lab|L|c_cyan|5|no_extras|false|false|Finale of underground lab complex, may be one of three types:
* {{spoiler|Weapons testing facility with energy weapons, mininukes, or just random guns.}}
* {{spoiler|Netherworld access facility with trapped sub-prime monsters and Resonance Cascade activation terminal.}}
* {{spoiler|Rare bionics storage.}}}}
 
<!-- {{row/{{PAGENAME}}|nuclear plant|P|c_ltgreen|5|no_extras|false|false|Not implemented yet.}}
+ entrance variant -->
 
{{row/{{PAGENAME}}|military bunker|B|c_dkgray|2|no_extras|true|true|Emergency supply storage build by the Army.
{{spoiler|It requires a military ID card or using an electrohack to enter.}}
 
{{spoiler|The basement contains six vaults. To open each one you'll need another military ID card. The vaults might contain meds (including fist aid kits and bandages), ammo, weapons and modifications, inactive manhacks and turrets and other miscellaneous military gear, tools and rations.}}}}
 
{{row/{{PAGENAME}}|military outpost|M|c_dkgray|2|build_extras|false|false|Military buildings enclosed in a metal fence and guarded by [[enemies#turrets|turrets]]. Zombie soldiers usually roam this area.
{{spoiler|Here you can find military ID cards, gear, ammo and weapons.}}}}
 
{{row/{{PAGENAME}}|missile silo|0|c_ltgray|2|no_extras|false|false|A closed entrance and a suggestive circular area besides it.
{{spoiler|You'll need a military ID card or use a electrohack to enter.}}
 
{{spoiler|Contains random items - food, clothes, firearms, ammo, books, etc.}}
 
{{spoiler|If character has high computers skills and intelligence, then missile can be launched. It will turn targeted 5x5 overmap area to extremely radioactive rubbles. (beware, this event is bugged).}}}}
<!-- + finale variant -->
 
<!--ot_temple-->{{row/{{PAGENAME}}|strange temple|T|c_magenta|5|no_extras|true|false|Here you'll find a mysterious pedestal. {{spoiler|Requires a petrified eye to enter.}}}}
<!--ot_temple_stairs
{{row/{{PAGENAME}}|strange temple|T|c_pink|5|no_extras|true|false|}}-->
<!--ot_temple_core-->{{row/{{PAGENAME}}|strange temple|T|c_pink|5|no_extras|false|false|{{spoiler|Few levels of puzzles.}}}}
<!--ot_temple_finale-->{{row/{{PAGENAME}}|strange temple|T|c_yellow|5|no_extras|false|false|Finale, {{spoiler|Random artifact present here.}}}}
 
<!--ot_sewage_treatment-->{{row/{{PAGENAME}}|sewage treatment|P|c_red|5|no_extras|true|false|
* Some industrial items and tools, sometimes [[bionics|CBM]]s.
* {{spoiler|Requires computer skill to hack console that controls door to underground hub.}}}}
<!--ot_sewage_treatment_hub-->{{row/{{PAGENAME}}|sewage treatment|P|c_green|5|no_extras|false|true|Underground part. {{spoiler|You can reveal map of nearby sewers or take a sewage sample by hacking computers.}}}}
<!-- {{row/{{PAGENAME}}|sewage treatment|P|c_green|5|no_extras|false|false|}} ot_sewage_treatment_under-->
 
{{row/{{PAGENAME}}|mine entrance|M|c_ltgray|5|no_extras|true|false|Sometimes has gasoline pumps or storage with coal, which is good as fuel for long-sustaining fire.}}
{{row/{{PAGENAME}}|mine shaft|O|c_dkgray|5|no_extras|true|true|Just an elevator shaft, nothing special.}}
{{row/{{PAGENAME}}|mine|M|c_brown|2|no_extras|false|false|It may have as finale:
* {{spoiler|Pedestal with petrified eye.}}
* {{spoiler|Meeting with the Thing.}}
* {{spoiler|Spiral cavern.}}
* {{spoiler|Amigara fault (buggy event).}}}}
<!-- + down & finale variants -->
 
{{row/{{PAGENAME}}|spiral cavern|@|c_pink|2|no_extras|false|false|Huge 3x3 cavern where {{spoiler|vortex and spiral stones can be found}}.}}
<!-- + hub variant -->
 
{{row/{{PAGENAME}}|radio tower|X|c_ltgray|2|no_extras|false|false|Future mission objective. It has no use for now.}}
 
{{row/{{PAGENAME}}|toxic waste dump|D|c_pink|2|no_extras|false|false|Contains highly radioactive sewage and a storage room.
{{spoiler|Valuable items can be found, especially hazmat suit, CBM: Hazmat and always a military ID.}}}}
 
{{row/{{PAGENAME}}|cave|C|c_brown|2|field_extras|true|true|Forest den.
{{spoiler|You can fight with a bear for food here or just find rare items.}}
* Underground part can be often overridden by sewers or subway.}}
 
{{row/{{PAGENAME}}|rat cave|C|c_dkgray|2|no_extras|true|false|}}
 
<!-- Underground terrain
-->
{{row/{{PAGENAME}}|cavern|0|c_ltgray|2|no_extras|false|false|{{spoiler|Lair of the trap door spider}}}}
 
{{row/{{PAGENAME}}|anthill|%|c_brown|2|no_extras|true|false|Anthills are entrances to [[enemies#giant_ant|giant ant]] colonies. If you are within a certain distance of one, you may see some giant ants roaming around.}}
 
{{row/{{PAGENAME}}|solid rock|%|c_dkgray|5|no_extras|false|false|Default underground tile.}}
 
{{row/{{PAGENAME}}|rift|^|c_red|2|no_extras|false|false|A giant underground cleft entirely filled with lava.}}
 
{{row/{{PAGENAME}}|hellmouth|^|c_ltred|2|no_extras|true|false|}}
 
<!--
{{row/{{PAGENAME}}|slime pit|~|c_ltgreen|2|no_extras|true|false|}}-->
{{row/{{PAGENAME}}|slime pit|~|c_ltgreen|2|no_extras|false|false|Spawns [[enemies#blob|blobs]] in the area.}}
 
{{row/{{PAGENAME}}|triffid grove|T|c_ltred|5|no_extras|true|false|Reliable supplier of healthy [[Traits#Vegetarian|vegetarian]] food and [[items#plant_fibre|plant fibre]]. Entrance to triffid roots is placed here.}}
{{row/{{PAGENAME}}|triffid roots|T|c_ltred|5|no_extras|true|true|Living labyrinth of roots, you can be trapped there{{spoiler|, so carry some explosives with you to breach your way through (axes are useless here)}}}}
{{row/{{PAGENAME}}|triffid heart|T|c_red|5|no_extras|false|true|Finale of triffid grove dungeon. {{spoiler|A new root wall will be created each time the heart thumps. If triffid heart is destroyed, spawn of triffids in the area will become depleted eventually.}}}}
 
{{row/{{PAGENAME}}|basement|O|c_dkgray|5|no_extras|false|true|Small underground areas found in some houses and evac shelters}}
 
<!--
{{row/{{PAGENAME}}|subway station|S|c_yellow|5|subway_extras|false|true|}}
-->
{{row/{{PAGENAME}}|subway|<!-- ┘┐┌└├┤┴┬<br-->│─┼|c_dkgray|5|subway_extras|false|false|Subway tunnels provide faster movement than underground sewers across the city. {{spoiler|Note that they host their own share of hostile creatures.}}}}
<!-- +10 direction variants -->
 
{{row/{{PAGENAME}}|sewer|<!-- ┘┐┌└├┤┴┬<br-->│─┼|c_green|5|no_extras|false|false|Sewers are a relatively safe but slow way to cross a city. {{spoiler|Beware of sewer fishes!}}.}}
<!-- +10 direction variants -->
 
{{row/{{PAGENAME}}|ant tunnel|<!-- ┘┐┌└├┤┴┬<br-->│─┼|c_brown|5|no_extras|false|false|Underground area of an ant hill.}}
<!-- +10 direction variants -->
 
{{row/{{PAGENAME}}|ant food storage|O|c_green|5|no_extras|false|false|Where the little workers store their food.}}
 
{{row/{{PAGENAME}}|ant larva chamber|O|c_white|5|no_extras|false|false|Where the little workers store {{spoiler|YOUR food}} the queen's offspring.}}
 
{{row/{{PAGENAME}}|ant queen chamber|O|c_red|5|no_extras|false|false|{{spoiler|If the ant queen is killed, spawn of ants in the area will become depleted eventually.}}}}
 
{{row/{{PAGENAME}}|cavern|0|c_ltgray|5|no_extras|false|false|}}
 
{{row/{{PAGENAME}}|tutorial room|O|c_cyan|5|no_extras|false|false|The area where the tutorial takes place.}}
 
|}


== Map extras ==
== Map extras ==
* Helicopter crash site {{spoiler|May contains uncommon bionics, or random guns, or items from dead soldier or scientist.}}
* [[Crash Site|Helicopter crash site]] {{spoiler|May contains uncommon bionics, or random guns, or items from dead soldier or scientist.}}
* Dead military squad {{spoiler|2d6 bodies with military equipment, sometimes ID card, and some rare items.}}
* Dead military squad {{spoiler|2d6 bodies with military equipment, sometimes ID card, and some rare items.}}
* Dead scientists {{spoiler|2d5 bodies with scientific equipment, always ID cards, and some rare items.}}
* Dead scientists {{spoiler|2d5 bodies with scientific equipment, always ID cards, and some rare items.}}
Line 295: Line 28:
* Supply drop {{spoiler|1-5 locked crates with military food, grenades, armor, and rifles.}}
* Supply drop {{spoiler|1-5 locked crates with military food, grenades, armor, and rifles.}}
* [[traps#shimmering portal|Portal]], surrounded by rubble {{spoiler|Spawn of 0-4 random nether monsters.}}
* [[traps#shimmering portal|Portal]], surrounded by rubble {{spoiler|Spawn of 0-4 random nether monsters.}}
* Minefield {{spoiler|Beware of dirt mounds!}}
* [[Land mine|Minefield]] {{spoiler|Beware of dirt mounds! Look for the signs warning of the minefield.}}
* Wolf pack {{spoiler|Spawn of 3-6 beasts.}}
* [[Wolf (monster)|Wolf pack]] {{spoiler|Spawn of 3-6 beasts.}}
* Puddle of shallow water
* Puddle of shallow water
* Crater (these are differ from regular ones {{spoiler|- they are always highly radioactive}})
* Crater (these differ from regular ones {{spoiler|- they are always highly radioactive}})
* Fumarole (some lava on the surface)
* [[Lava|Fumarole]] (some lava on the surface)
* One-way portal from Nether world {{spoiler|Marloss, and sometimes gelatinous blobs, flaming eyes, krecks, and blank bodies.}}
* One-way portal from Nether world {{spoiler|Marloss, and sometimes gelatinous blobs, flaming eyes, krecks, and blank bodies.}}
* Anomaly {{spoiler|with natural artifact and traps, which are related to its effects}}.
* Anomaly {{spoiler|with natural artifact and traps, which are related to its effects}}.
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Chances are relative to each other; e.g. a 200 chance is twice as likely as a 100 chance to appear.
Chances are relative to each other; e.g. a 200 chance is twice as likely as a 100 chance to appear.
==Tiny map Tiles==
* Metal Wreckage, 250 movement cost, rough, sharp, can be cleared with a shovel, gives some pipes and scrap metal
* Twisted metal, 250 movement cost, rough, sharp, can be cleared with a shovel, gives some chunks of steel and scrap metal
* Pile of rubble, 200 movement cost, rough (can cut up feet), diggable
* Grass, diggable 100 movement cost
* Dirt, diggable 100 movement cost
* Sidewalk, Pavement, 100 movement cost. Impassible for tunnelling monsters
* Mound of dirt, 150 movement cost. Often a sign of nearby mine fields. Can be cleaned up by digging a pit and filling it again.
* Mutated poppy flower, 150 movement cost. Examine to pick a flower. Has a chance to put you to sleep and cause damage as the flower grows into your legs, drops a poppy flower, and a poppy bud. Can crash your game while calculating the sleep period.
* Window frame, 400 movement cost, sharp. Lure monsters in this to slow them down and get a few attacks in. Might also damage them a little. Can be cleaned up using the construction menu.
* Shrub, 400 movement cost, smashable. Lure monsters in this to slow them down and get a few attacks in.
* Blueberry bush, 400 movement cost, smashable. Examine for a chance to find blueberries (might be rotten). Turns into a shrub after being picked.
* Locker, can be smashed into scrap metal and a pipe. Cannot be deconstructed.
* Bench, 150 movement cost, can be smashed for some 2 by 4's some nails and some broken wood. Can be deconstructed for more 2 by 4's and nails.
* Pile of ash, 100  movement cost, diggable. Remains after you burn stuff, like bushes.


[[Category:World]]
[[Category:World]]

Latest revision as of 00:40, 2 December 2023


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.