Map: Difference between revisions

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== Map extras ==
== Map extras ==

Revision as of 21:24, 17 March 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
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
^>
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
+ evac shelter 2
L science lab 5
L science lab 5
L science lab 5
L science lab 5
P nuclear plant 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 monster.
  • 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.
  • 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
  • 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.