Map: Difference between revisions
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{{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}}|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.}} | |||
{{row/{{PAGENAME}}|forest|F|c_green|3|field_extras|false|false|Sparse forest. | {{row/{{PAGENAME}}|forest|F|c_green|3|field_extras|false|false|Sparse forest. | ||
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{{row/{{PAGENAME}}|subway station|S|c_yellow|5|build_extras|true|false|Entrance to the subway area.}} | {{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|Tools and parts needed for building [[vehicles]] or repairing or installing [[vehicles#Available parts|vehicle parts]]. You also occassionaly find here either [[vehicles#Default vehicles|complete vehicles]] or chassis.}} | |||
{{row/{{PAGENAME}}|cabin|C|c_green|5|build_extras|true|false|Forest cabin. {{spoiler|You'll have to kill the former (undead) inhabitants if you want to settle here.}}}} | |||
{{row/{{PAGENAME}}|farm|^|c_brown|5|build_extras|true|false|Farm house. {{spoiler|You'll have to kill the former (undead) inhabitants if you want to settle here.}}}} | |||
{{row/{{PAGENAME}}|farm field|#|c_brown|5|build_extras|true|false|Farming parcel, surrounded by wire. The top left one is always a barn instead.}} | |||
{{row/{{PAGENAME}}|police station|^><br>v<|c_dkgray|5|build_extras|false|false| | {{row/{{PAGENAME}}|police station|^><br>v<|c_dkgray|5|build_extras|false|false| | ||
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{{spoiler|You can hack your way into the chamber, which sometimes contains a single but valuable item.}}}} | {{spoiler|You can hack your way into the chamber, which sometimes contains a single but valuable item.}}}} | ||
{{row/{{PAGENAME}}|bar|^><br>v<| | {{row/{{PAGENAME}}|bar|^><br>v<|c_magenta|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| | {{row/{{PAGENAME}}|pawn shop|^><br>v<|c_white|5|build_extras|false|false| | ||
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<!----> | <!----> | ||
{{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-->.}} | {{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-->.}} | ||
{{row/{{PAGENAME}}|FEMA camp|+|c_blue|5|build_extras|false|false|Entrance to the FEMA camp.}} | |||
{{row/{{PAGENAME}}|FEMA camp|F|c_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 overriden with zombies, including zombie scientists and soldiers.}}}} | |||
<!-- Goodies/dungeons | <!-- Goodies/dungeons | ||
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* Sometimes may contain some useful items. | * Sometimes may contain some useful items. | ||
* Always has a basement.}} | * Always has a basement.}} | ||
{{row/{{PAGENAME}}|LMOE shelter|+|c_red|2|no_extras|false|false|Entrance.}} | |||
{{row/{{PAGENAME}}|LMOE shelter|+|c_red|2|no_extras|true|false|Underground area. {{spoiler|Excellent shelter. It has it's 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. | <!--ot_lab-->{{row/{{PAGENAME}}|science lab|L|c_ltblue|5|no_extras|false|false|Entrance to mysterious underground lab complex. | ||
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* {{spoiler|Rare bionics storage.}}}} | * {{spoiler|Rare bionics storage.}}}} | ||
{{row/{{PAGENAME}}|nuclear plant|P|c_ltgreen|5|no_extras|false|false|Not implemented yet.}} | <!-- {{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 requires a [[Items#military_ID_card|Military ID card]] to enter and open each of six vaults in the basement. | {{row/{{PAGENAME}}|military bunker|B|c_dkgray|2|no_extras|true|true|Emergency supply storage, it requires a [[Items#military_ID_card|Military ID card]] to enter and open each of six vaults in the basement. |
Revision as of 13:36, 14 April 2013
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.
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
Name | SC | Extras | Notes | |
---|---|---|---|---|
% | nothing | 0 | ||
O | crater | 2 | field | |
. | field | 2 | field | |
O | dirt lot | 1 | field | |
F | forest | 3 | field | |
F | forest | 4 | field | |
F | swamp | 4 | field | |
8 | bee hive | 3 | field | |
F | forest | 3 | field | |
T | fungal bloom | 2 | field | |
H= | highway | 2 | road | |
│─ ┼ |
road | 2 | road | |
┼ | road, manhole | 2 | road | |
|- | bridge | 2 | road | |
R | river | 1 | ||
R | river bank | 1 | ||
^> v< |
house | 5 | building | |
O | parking lot | 1 | building | |
O | park | 2 | building | |
^> v< |
gas station | 5 | building | |
^> v< |
pharmacy | 5 | building | |
^> 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 | |
S | subway station | 5 | building | |
O | garage | 5 | building | |
C | cabin | 5 | building | |
^ | farm | 5 | building | |
# | farm field | 5 | building | |
^> v< |
police station | 5 | building | |
^> v< |
bank | 5 | ||
^> v< |
bar | 5 | building | |
^> v< |
pawn shop | 5 | building | |
^> v< |
mil. surplus | 5 | building | |
M | megastore | 5 | building | |
M | megastore | 5 | building | |
H | hospital | 5 | building | |
H | hospital | 5 | building | |
M | mansion | 5 | building | |
M | mansion | 5 | building | |
+ | FEMA camp | 5 | building | |
F | FEMA camp | 5 | building | |
+ | evac shelter | 2 | ||
+ | LMOE shelter | 2 | ||
+ | LMOE shelter | 2 |
| |
L | science lab | 5 | ||
L | science lab | 5 | ||
L | science lab | 5 | ||
L | science lab | 5 |
| |
B | military bunker | 2 | ||
M | military outpost | 2 | building | |
0 | missile silo | 2 | ||
T | strange temple | 5 | ||
T | strange temple | 5 | ||
T | strange temple | 5 | ||
P | sewage treatment | 5 | ||
P | sewage treatment | 5 | ||
M | mine entrance | 5 | ||
O | mine shaft | 5 | ||
M | mine | 2 | ||
@ | spiral cavern | 2 | ||
X | radio tower | 2 | ||
D | toxic waste dump | 2 | ||
C | cave | 2 | field | |
C | rat cave | 2 | ||
0 | cavern | 2 | ||
% | anthill | 2 | ||
% | solid rock | 5 | ||
^ | rift | 2 | ||
^ | hellmouth | 2 | ||
~ | slime pit | 2 | ||
T | triffid grove | 5 | ||
T | triffid roots | 5 | ||
T | triffid heart | 5 | ||
O | basement | 5 | ||
│─ ┼ |
subway | 5 | subway | |
│─ ┼ |
sewer | 5 | ||
│─ ┼ |
ant tunnel | 5 | ||
O | ant food storage | 5 | ||
O | ant larva chamber | 5 | ||
O | ant queen chamber | 5 | ||
0 | cavern | 5 | ||
O | tutorial room | 5 |
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!
- Wolf pack Spawn of 3-6 beasts.
- Puddle of shallow water
- Crater (these are 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.
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.