You now have all the required images to create a new world in WorldEd. It can be handy to make sure anti-aliasing is enabled when creating this image as it will naturally add shades of darker grey around any white or greys you place. (example), Save this in the same folder as your base map and veg map, again giving it the same name but this time with the "_ZombieSpawnMap" suffix (eg. Start by flood filling it black (black means no zombies), then add white and grey lines/circles/patches where you want zombies to spawn, white is highest density, getting lower and lower with darker greys. You will also need to create a new image called a zombie spawn map to tell the game about the density of zombies in our map, this is a black and white image that is 10x smaller than your base and vegetation images, so, if your map image is 600圆00 pixels, your zombie spawn map would be 60圆0. Once you have saved the veg map BMP, close that image and then close your PNG WITHOUT saving, unless you want your vegetation layers to be permanently merged, making it a lot harder to make edits, if needed, in the future. MyMap_veg.BMP) (if warned about flattening the image just select yes/continue/ok), note that this image MUST be saved with the same name as your base map BMP with the added "_veg" at the end, it must also be saved in the same folder as your base map BMP. You should now be left with 2 layers, a single vegetation layer, and your hidden base layer, save the image as a BMP (eg. To save this as a vegetation image, make sure your base layer is still hidden/unticked (so only your vegetation layers are visible) and then start merging your vegetation layers together, from the top down. Save your PNG now, you're going to make some temporary changes you dont want to save. Then work your way up through the other colours (creating new layers for each one, each one above the last in the order list) as needed, all the way to the dense forest one. Start off with using a seperate layer for each colour, starting with the Light long grass, just flood fill that entire layer with it, then drag your black "no veg" layer above it, this allows you to see the road/building layout easily. Now start drawing the other five colours (the ones you ignored when creating your base map) on places where you do want vegetation to spawn. On this new layer start by selecting the None(black) colour from above and flood fill all the roads (and any other area where you do not want vegetation to grow such as water, sand etc (erosion vegetation will still work fine)) and delete any/every other colour from this layer, leaving just the black areas you just created. png,have it above your base layer (it should put itself there automatically), copy your original layer and paste it onto the new layer, then hide/untick your base layer. MyMap.BMP) (if warned about flattening the image just select yes/continue/ok) it's now time to start drawing the vegetation map on a new layer.Ĭlose the BMP image you just saved and create a new layer on your original. Now you have created your base layer which should contain your main roads (using the dark asphalt colour), paths and side roads (light asphalt, dirt, gravel dirt), dirt, water, sand and grassy ground (dark/medium/light grass), save this image as a BMP (eg. MAKE SURE TO TURN ANTIALIASING OFF AND CHANGE BLEND MODE TO OVERWRITE BEFORE HAND! (otherwise you will get colours not recognized by WorldEd, leading to extra work later). Now you are ready to start drawing your base map, for now you should ignore all the colours listed after water as you will be drawing these onto separate vegetation map layers. Use your programs colour palette to enter the colours below using the RGB values given: Now you have your blank map image up and ready we need to setup the exact colours we will be using to draw the game world (when importing your image into WorldEd every pixel gets read and converted into the relevant tile (if the colour is recognised by WorldEd)). MainMaps.png), this is so you can work with multiple layers, which will make your life way easier! Once you have created your new blank image save it as a png file (eg. If you wanted to make a 2x2 cell map you would create a 600圆00 pixel image etc. Open your paint program of choice and create a new image, each pixel of the image will correlate to 1 tile when in game, so, if you want to create a map that is a single "cell" in size, you would create a 300x300 pixel image. You will need a paint program such as Paintshop, Gimp or Paint.Net (I use and it works great). The first thing you need to do to create a new map mod is to create some basic images you can import into WorldEd.
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