Talk:Mapping/Random map assembly

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Revision as of 09:34, 28 April 2007 by Mattn (talk | contribs) (assembly section)
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  • What is the minimum size of a map ?
This is a tile of size 1
tile +s11
3 3

0      c      0
a      +c     a
0      c      0
  • What assembly-theme is used when no parameter is given ?
a random one
  • How can you specify the exact layout of a map, using parts ?
use a min of 1 and a max of 1
assembly recreational
size "6 6"
+s11 "1 1"

proposed page layout

Below is what I propose to be the new layout for this page. I believe this will make it easier to write a document which is easier to understand and eventually makes clear how to use random map assembly.


TODO: write the explanation of random map assembly is and what it's scope (possibilities and limitations) are.


TODO: In plain English, write an outline of ump file sections (I guess these include the tiles and assemblies). This should include short descriptions of what each section means.

TODO: Write detailed explanations for each ump file section like below:

tile section


// a map comment

base villaged/vil_

tile +s01
    4 5

    0  0  c 0
    0  a +c a
    0  a +a a
    b +b +a a
    0  a  a 0
  • TODO: explain what the text after "base" means
    • this is the base pathname for all tiles - if a tile has a + in its name, the name will be appended to the base
  • TODO: explain what "s01" means
    • s01 is the tile name - e.g. the map with the filename base/maps/villaged/vil_s01 - base/maps must not be give, because all maps are searched in this directory - villaged/vil_ is the base (see above). So you only have to give the +s01 to define a complete tilename. This is needed because some of the buffers are limited because they are send over the net (yes, you can play random maps over the network) - so the shorter the name, the better.
  • TODO: explain what the first two numbers mean
    • this is the tile definition size - e.g. 4 cols, 5 rows
  • TODO: explain what the matrix of numbers/characters mean
    • the outer numbers of this matrix are the needed tiles for the adjacent tiles - you can use letters from a-z to define different tile types
  • TODO: explain the meaning of all valid characters/numbers
  • TODO: explain what the '+' means in the matrix
  • TODO: explain what a "demand-field" is

assembly section


assembly residential
	size "6 6"
	+s01 "1 2"
	+s02 "0 2"
	fix +s03 "0 2"
	+drop "1 1"
  • TODO: explain what residential means
    • residential is the theme name - you can define several themes in one ump file - e.g. you want some map where you must have an ufo - and another one where you don't want an ufo - define assemblies for this task
  • TODO: explain what +s01 "1 2" does
    • +s01 is again the tilename (see above) - "1 2" means, that this tile must be at least 1 times in this map - but at the most 2 times
  • TODO: explain what "size" means
    • size is the size of the assembly in game - in this case - 6x6 means 1536x1536 (remember, one tile is at least 256x256 units in the mapeditor). A size of 6x6 would also lead to a square size (walkable actor squares) of 48x48 (because a unit has the size 32x32 in the mapeditor)
  • TODO: explain what '+' means
    • extend the tilename with the base definition (see above)
  • TODO: explain what "fix" means
  • TODO: explain what "+drop" means

ump in action

Full example.ump file:

TODO: repeat all of the example sections here to show the _full_ .ump file

TODO: show how to play the .ump file in the game

TODO: show a File:Screenshot jpg of what this assembled map looks like in-game