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'''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, [[binoculars]] double that distance, but some structures still obstruct range of view.
{{ver|unknown}}
__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. 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'''.
'''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 [[enemies|monsters]], fields, [[traps]], etc. will be processed. Other than their respective sizes, map and tinymap are completely identical.


'''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<!--, and any function available to map is available to tinymap-->.
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.
 
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.<!--
 
You should never interface with the submap directly, unless you are adding something new for it to track.  map has several functions for accessing and/or modifying the contents of submap.
 
The player is always in the center submap.  If they move off of it to the left, they are shifted to the right side of the center submap, and all the submaps get shifted to the right.  This creates the illusion of contiguous movement; think of it like a treadmill.
 
Manipulating terrain data is easy.  Just use the map::ter(int x, int y) function (it is duplicated for tinymap).  It returns a reference to the terrain at point (x, y).  This reference is modifiable; so you could say m.ter(10, 10) = t_floor to turn the terrain at point (10, 10) to floor.-->
<!-- http://whalesdev.com/forums/index.php?topic=33.msg15971#msg15971 -->


== 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.}}
{{row/{{PAGENAME}}|crater|O|c_red|2|field_extras|false|false|
These are heavy damaged areas of the map, suggesting that they were bombed, shelled or even nuked. 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}}|forest|F|c_green|3|field_extras|false|false|Sparse forest.
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.
* Forests are usually dense with shrubs and trees.
* Forests contain wildlife such as wolves, bears and rabbits, but little to no zombies.
* Mushrooms and berries can be found in Forests.}}


{{row/{{PAGENAME}}|forest|F|c_green|4|field_extras|false|false|Dense forest.
{{:wilderness}}
* Forests are usually dense with shrubs and trees.
* Forests contain wildlife such as wolves, bears and rabbits, but little to no zombies.
* Mushrooms and berries can be found in Forests.}}


{{row/{{PAGENAME}}|swamp|F|c_cyan|4|field_extras|false|false|}}
=== [[towns and cities|Towns]] ===
 
{{:towns and cities}}
{{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 [[giant bee]]s.
* They are a good source of [[honey comb]] and further in, [[royal jelly]].
* They are also a good source of [[chitin]] or [[meat]], if you are adept at killing bees.}}
 
{{row/{{PAGENAME}}|forest|F|c_green|3|field_extras|false|false|This is a spider pit actually. There will be a lot of webbing and you can [[trap|accidentally]] fall in cave where lives spider, it may contain some valuable items. Though lots of webbings not 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 [[fungaloids]] in the area and if applicable, fungal zombies and fungal insects. All of them can infect you with a nasty [[fungal parasite]].
* If fungal spire will be destroyed, spawn of fungaloids in the area will become depleted eventually.}}
 
<!-- Roads
-->
{{row/{{PAGENAME}}|highway|H{{=}}|c_dkgray|2|road_extras|false|false|Highways are two square wide roads bordered with railings. Apart from the railings, highways are physically identical to [[#road|roads]].}}
<!--
{{row/{{PAGENAME}}|BUG|%|c_magenta|0|no_extras|false|false|}}
-->
 
{{row/{{PAGENAME}}|road|<!-- ┘┐┌└<br>├┤┴┬<br-->│─<br>┼|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 [[giant worms]].
* Sometimes pipes and simple vehicle details can be found on roads.}}
<!-- +10 direction variants -->
 
{{row/{{PAGENAME}}|road, manhole|┼|c_yellow|2|road_extras|true|false|Entrance to the [[#sewer|sewers]] at city crossroads. Can be opened with [[crowbar]].}}
 
{{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|^><br>v<|c_ltgreen|5|build_extras|false|false|
* Contains all kinds of common items although some items are rarer than others.
* Mostly contain regular clothes and food.
* May have a basement. Basements usually have good loot, ranging from crafting materials to marijuana farms and weaponry collections.
* Notable items include [[handguns|light weaponry]] and [[ammunition]], books, trench coats, cargo pants, lighters and pills.}}
<!-- +4 direction variants with basement -->
 
{{row/{{PAGENAME}}|parking lot|O|c_dkgray|1|build_extras|false|false|Flat open area near other buildings, potentially dangerous, but has 30% chance to contain some vehicle.<!--
  (one_in(10)? veh_sandbike :
  (one_in(8)? veh_truck :
  (one_in(3)? veh_car : veh_motorcycle)))-->}}
 
{{row/{{PAGENAME}}|park|O|c_green|2|build_extras|false|false|Flat open area near city buildings, sometimes with structures or trees, therefore less dangerous than [[#parking lot|parking lots]].}}
 
{{row/{{PAGENAME}}|gas station|^><br>v<|c_ltblue|5|build_extras|false|false|
* Contains assorted loot, usually some magazines and packaged food.
* Has gasoline pumps out front, which are an infinite source of [[gasoline]] as well as being explosive.
* Warning, these places are very dangerous to stay in during a lighting storm.}}
 
{{row/{{PAGENAME}}|pharmacy|^><br>v<|c_ltred|5|build_extras|false|false|
* Contains snacks, pills, and medicine.
* Medicine will always be around the back counter.
* May contain [[books]].}}
 
{{row/{{PAGENAME}}|grocery store|^><br>v<|c_green|5|build_extras|false|false|It contain many various food and drinks, especially raw fruits and vegetables, also cooking tools and some magazines.}}
 
{{row/{{PAGENAME}}|hardware store|^><br>v<|c_cyan|5|build_extras|false|false|
* Blunt [[tools]] serve as good melee weapons.
* Two by fours available in almost all stores.
* Has some clothing, [[utility vest]]s and [[safety glasses]] are helpful.
* Nail gun and nails, simple ranged weapon with shot range but ammo comes in stacks of 100.
* Steel frames and metal tanks for vehicles.}}
 
{{row/{{PAGENAME}}|electronics store|^><br>v<|c_yellow|5|build_extras|false|false|Batteries, flashlights, radios, mp3 players and crafting goods for electronics.}}
 
{{row/{{PAGENAME}}|sporting goods store|^><br>v<|c_ltcyan|5|build_extras|false|false|
* Often you will find backpacks, ropes, cooking tools and sporting items like baseball bats and baseball helmets.
* You can also find drinks, [[books|manuals]], aspirin and camping items here.
* Very useful as storage items are almost guaranteed to be found here.}}
 
{{row/{{PAGENAME}}|liquor store|^><br>v<|c_magenta|5|build_extras|false|false|
* Usually you will find many alcohol (beer, rum, whiskey, vodka). Good for molotov crafting, especially if there is clothing store near by.
* Also possible to find packed food like potato chips or pretzels and some non-alcohol drinks.
* Counters everywhere, good for slowing down zombies if you ever have to resort to it.}}
 
{{row/{{PAGENAME}}|gun store|^><br>v<|c_red|5|build_extras|false|false|
* You will find random guns in here as well as weapon mods and ammunition.
* Ammo and larger weapons are always stored behind the counter.
* Notable guns to spawn: AK-47, SKS, Taurus, and H&K MP5.
* There is a chance you can find some books and safety glasses here as well.}}
 
{{row/{{PAGENAME}}|clothing store|^><br>v<|c_blue|5|build_extras|false|false|It may contain some low-level armor.}}
 
{{row/{{PAGENAME}}|library|^><br>v<|c_brown|5|build_extras|false|false|Only [[books]] and magazines, sometimes useful ones.}}
 
{{row/{{PAGENAME}}|restaurant|^><br>v<|c_pink|5|build_extras|false|false|Open room with tables and kitchen at back side. Kitchen may contains some food.}}
 
{{row/{{PAGENAME}}|subway station|S|c_yellow|5|build_extras|true|false|Subway tunnels provide more fast than sewers underground way over the city.}}
<!-- +3 direction variants -->
 
{{row/{{PAGENAME}}|police station|^><br>v<|c_dkgray|5|build_extras|false|false|
* Be careful when entering these as breaking the door or the windows will set off an alarm.
* You can deactivate the alarm by hacking the station's computer, assumed you have enough skill to do so.
* Sometimes you can find small weapons such as handguns or SMGs, as well as good armor.}}
 
{{row/{{PAGENAME}}|bank|^><br>v<|c_ltgray|5|no_extras|false|false|
* As with police stations, breaking into these will cause an alarm to go off. Sometimes it will spawn some [[eyebot]]s close to your location.
* You can hack your way into the chamber, which sometimes contains valuable loot.}}
 
{{row/{{PAGENAME}}|bar|^><br>v<|c_pink|5|build_extras|false|false|Open room with tables, contains some alcohol and packed food.}}
 
{{row/{{PAGENAME}}|pawn shop|^><br>v<|c_white|5|build_extras|false|false|
* As with banks and police stations, some will be locked and breaking into these will cause an alarm to go off.
* May contains all sorts of valuable items, some antiques, maybe guns, you might even find [[#strange temple|petrified body parts]]!}}
 
{{row/{{PAGENAME}}|mil. surplus|^><br>v<|c_white|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 stores.
* And extra undead shopoholics.}}
 
{{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.
* There should be morgue, and will be corpses. Many corpses. Really sick corpses. You got it? Do not go there unprepared
* Storages contain lot of drugs and some canned food. In operating rooms may be bandages.
* Always has a blood test lab as center square.}}
 
{{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, food supplies, and art collection, which sometimes includes mysterious unnatural objects<!--petrified eyes, vortex stones-->.}}
 
<!-- Goodies/dungeons
-->
<!--{{row/{{PAGENAME}}|evac shelter|+|c_white|2|no_extras|true|false|}}-->
{{row/{{PAGENAME}}|evac shelter|+|c_white|2|no_extras|false|true|
* Sometimes may contain some useful items.
* Always has a basement.}}
 
<!--ot_lab-->{{row/{{PAGENAME}}|science lab|L|c_ltblue|5|no_extras|false|false|Entrance to mysterious underground lab complex.
* A science ID card required to enter.
* May contain all rooms }}
<!--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 [[mutagen]]s, [[purifier]]s and other useful things can be found.}}
* {{spoiler|Teleportation lab.}}
* {{spoiler|Room filed with goo.}}
* {{spoiler|Common bionics storage with  [[CBM: Internal Battery|internal batteries]], [[CBM: Power Sources|power sources]], [[CBM: 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, it require an ID card to enter and open each of six vaults in the basement.
* Very safe and secure, with common guns, armor and explosives stashes, as well as rations, bots and military bionics.
* Notable loot includes kevlar vests, C4, grenades and [[MRE]]s, the best long-term food item in the game.}}
 
{{row/{{PAGENAME}}|military outpost|M|c_dkgray|2|build_extras|false|false|Some military buildings (barracks, armories or supply storages) enclosed in metal fence and guarded by roboturrents. Military ID cards can be found here in abundance, though their original owners is harder than regular zombies.}}
 
{{row/{{PAGENAME}}|missile silo|0|c_ltgray|2|no_extras|false|false|
* Secured with military card reader.
* Contain random items - food, clothes, firearms, ammo, books, etc
* 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|{{spoiler|Require 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|Few levels of puzzles.}}
<!--ot_temple_finale-->{{row/{{PAGENAME}}|strange temple|T|c_yellow|5|no_extras|false|false|Finale, {{spoiler|unpredictable [[artifact]] will await there.}}}}
 
<!--ot_sewage_treatment-->{{row/{{PAGENAME}}|sewage treatment|P|c_red|5|no_extras|true|false|
* Some industrial items and tools, sometimes [[CBM]]s.
* Require 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. 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|Spiral cavern]].}}
* {{spoiler|Amigara fault <!--(this event is buggy now)-->.}}}}
<!-- + 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, but there is a storage room where 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. 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|}}
 
{{row/{{PAGENAME}}|anthill|%|c_brown|2|no_extras|true|false|Anthills are entrances to 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|Spawn [[blobs]] in the area.}}
 
{{row/{{PAGENAME}}|triffid grove|T|c_ltred|5|no_extras|true|false|Reliable supplier of healthy [[Traits#Vegetarian|vegetarian]] food. 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.}}
{{row/{{PAGENAME}}|triffid heart|T|c_red|5|no_extras|false|true|Finale of triffid grove dungeon. If triffid heart will be destroyed, spawn of triffids in the area will become depleted eventually.}}
 
{{row/{{PAGENAME}}|basement|O|c_dkgray|5|no_extras|false|true|}}
 
<!--
{{row/{{PAGENAME}}|subway station|S|c_yellow|5|subway_extras|false|true|}}
-->
{{row/{{PAGENAME}}|subway|<!-- ┘┐┌└<br>├┤┴┬<br-->│─<br>┼|c_dkgray|5|subway_extras|false|false|Subway tunnels provide faster movement than underground sewers across the city.}}
<!-- +10 direction variants -->
 
{{row/{{PAGENAME}}|sewer|<!-- ┘┐┌└<br>├┤┴┬<br-->│─<br>┼|c_green|5|no_extras|false|false|Sewers are relatively safe, but slow route across the city.}}
<!-- +10 direction variants -->
 
{{row/{{PAGENAME}}|ant tunnel|<!-- ┘┐┌└<br>├┤┴┬<br-->│─<br>┼|c_brown|5|no_extras|false|false|}}
<!-- +10 direction variants -->
 
{{row/{{PAGENAME}}|ant food storage|O|c_green|5|no_extras|false|false|}}
 
{{row/{{PAGENAME}}|ant larva chamber|O|c_white|5|no_extras|false|false|Real food is here.}}
 
{{row/{{PAGENAME}}|ant queen chamber|O|c_red|5|no_extras|false|false|If ant queen will be 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|}}
 
|}
<!--https://raw.github.com/Whales/Cataclysm/master/omdata.h-->
 
<!--
Missing.. and omg, not perfectly sure of the name.. is the 'purple ooze pit' pink ooze?  not sure. its 12x12 though
-->


== 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 322: Line 27:
* Dead drug-dealers {{spoiler|2x3d3 bodies, sometimes with melee weapons or firearms, and always '''lots''' of heroin, meth, cocaine, or weed.}}
* Dead drug-dealers {{spoiler|2x3d3 bodies, sometimes with melee weapons or firearms, and always '''lots''' of heroin, meth, cocaine, or weed.}}
* 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.}}
* [[Shimmering portal|Portal]], surrounded by rubble {{spoiler|Spawn of 0-4 random [[Enemies#Nether world inhabitants|nether monster]].}}
* [[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 - 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 blob]]s, [[flaming eye]]s, [[kreck]]s, 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}}.


Chances of appearance by extras flag:
Chances of appearance by extras flag:
Line 426: Line 131:
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==
[[Category:World]]
 
* 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:Main]]

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.