Guide to Map editing

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## **To Access Map Editing:**

click Map Editor

**In Map Editor option there is:**

* Edit New Map - This is where you create new map
* Continue Map - This is where you can load your map editor - saves previously loaded map editor
* Download Map - Scattered colony server was down since 2016 so this button is useless (as of December 31, 2020 it's impossible to access)
* Paste Map - This is where you load your map
* Instructions - Tutorial on how to use the map editing
* Back - Goes back to game main menu

(if this is your first time using map editing please read the instructions before proceeding to map editing)

## **The Unspoken Rule Of Map Editing:**

under Edit New Map:

* there is City name - the name given here is from a random city name you can name whatever(example: This)
* Width - default is 50, min is 15, max is 90(example 60)
* Height - default is 50, min is 15, max is 90(example 40)
* Difficulty - (???believe to affect how many zombie spawns???) affect zombie's aggression when your activities are near them (example: 2. Veteran)
	1. Novice
	2. Veteran
	3. Expert
	4. Quartermaster
* Note : Difficulty "0" is Tutorial

Create when your done otherwise Back to return to Map Editor option

the game will produce this code when you finish the Edit New Map you will see this on Save Map:(compare underline to the example above)

<map name="<u>This " difficulty="2" sizeX="60" sizeY="40" startX="51" startY="31" >

the startX="##" and startY="##" - is where your starting point is when you load your map either in map editor or in game

**\*best practice\*** - if your done with your map editor and you forget/do not know the coordinate of your base in map editor. Go to the base in your map editor -> press escape -> save map look for the values in startX="#" and startY="#"

Or **this method**:
Point to your base and write the coordinate down in startX="#" and startY="#"(in this example is startX="51" and startY="31")

because the code you get is in text form you can modify the code to suit your need but you still have to conform to the game rules when you load the map

after the Edit New Map you should view a familiar screen no different from a normal game. this screen affects the map.(going back to my example Width or sizeX="60" and Height or sizeY="40" was our desirable choice size) We start with 44 Width and 24 Height pixel to do what we want the breakdown is following:

* Width or sizeX is 60
* -10 from black space with 5 on each side around the map(unable to delete)
* -4 from Deep Water box with 2 on each side around the map(can delete)
* -2 from Shallow Water box with 1 on each side around the map(can delete)

Therefore X is 44 space with 50 max

* Height or sizeY is 40
* -10 from black space with 5 on each side around the map(unable to delete)
* -4 from Deep Water box with 2 on each side around the map(can delete)
* -2 from Shallow Water box with 1 on each side around the map(can delete)

Therefore Y is 24 space with 30 max

This game will allow map editors to edit map with a maximum of 90x90 with 80x80(unable to delete to make anymore space) to do whatever we want.

## **End Video Summary**

untested theory - when you beat a map with rectangle shape like for example ("This" map name). Chances are you will only see a portion of the fight in the summary. like map name "Office zone at highway by den3107" the game will show certain amount of x coordinate of the entire map if you beaten the game
to counteract this:

* it is advised that you set your map in square shape(i understand it is weird leaving so much wasted space) or
* you can set your map from top to bottom(or vice-versa). like map name "Munich by Patric\_7260"

map name "Delhi by xxforth3winxx" is a counter to everything we have discussed in this topic as this proves that the game can tolerate some amount of x coordinate without having it missing from the screen

so the idea is if you plan to make a rectangle shape map the x coordinate must not exceed the y coordinate. the x coordinate can exceed but you must be aware by how much? unknown yet

## **Map Editing Box Form:**

Map Editing Box Form:
 irregular box size
(2 or more)x1
(3 or more)x2
(3 or more)x3
(5 or more)x5

generally the bigger the box the more options you get the most mininum requirement for all options the game gives is 5x5

fun fact - the smallest map the game allows is 15x15 with 5x5 to do whatever we want.

## **Reachable And Unreachable Box Areas**

### Objects in reachable areas

if you place zombies/items/survivors/rubble/obstacles/base in unreachable areas. the game wont give you errors but when you load the game or map editor again. The game corrects itself meaning anything(except for explosive next to bridge) will be auto deleted

## **adding things within a object**

there is a maxinum limit on how much you can place in a 1x1 square area example rubble/tower/barricade/workshop/depot
if you place over the limit in the map. when you load back your editing map your added numbers will be significantly lowered.
maximum limit in rubble others will be determined later.

zombie = 255 is max 256 is 0

ammo = 2550 is max 2560 is 0

boards = 2550 is max 2560 is 0

survivors = 255 is max 256 is 0

## **Bridge**

bridge requires 3x3 space minimum and has explosives added adjacent(NEXT) to the 3x3 not IN the 3x3. Why I say that is cause map editors would place explosives in black areas or other(not reachable areas) therefore can't beat game .if you make a bigger bridge(over 3x3) the explosives will still be adjacent to the bridge and NOT in the bridge area

refer to "Bridge Tutorial map by someguy" that does a good job of exampling the bridges on what is good and bad practices.

## **Terrain**

```
example summary from above:

```

<map name= "this" difficulty="2" sizeX="60" sizeY="40" startX="51" startY="31">

<terrain>

f3508756ea1f2e2bdc78daf27469e97f.eNpjZ2U1YmJnVQQSp

uxMUuysQIKNnV2PkY1dAUiYcDBKsLEDCRYODh0JAD4wArU

</terrain>

</map>

<terrain>ea15830ac7fe1c3da4d3ae2ad4cb3cb9.random high+low case letters and numbers and symbols </terrain>

all maps contain 32 hexadecimal values in hash code even if you modify the terrain. Beyond the "." in the 33 character of the code are all (randomly generated high+low case letters and numbers and symbols aka encryption) we believe the game use it to verify and match the hash code for the game to load based on the error code otherwise unknown reasons. - and because of this reasoning all letters/numbers/special characters is case sensitive and must be treated with care in between

<terrain>32hexadecimalvalues.encryptedmapcode</terrain>

deleting/adding space doesnt affect the game. for more information please go to Debug, Research and development

## **Special Effects - Listed Are Topic To Be Discussed**

### **1. briefing**

<briefing></briefing>

```
<briefing>put anything you want here to show in the beginning of the game</briefing>

```

* you will see this when you start the map in game mode

### **2. script**

<script></script>

* in gamemode - there will be no win / lose conditions and infinite time
* in editormode - allows the map developer to play with conditions+effects of this game
* the format is below

```
<script>

 <state name="start"> - refer to **state name documentation** for more information

  <text>in start function arrowing to a position</text> - refer to **text** for more information

  <next/> - refer to **edge type documentation** for more information

  <edge type="click-next" next="1"/> - refer to **edge type documentation** for more information

  <action type="horde" arg="5 5 9"/>  - refer to **action type documentation** for more information

 </state>

can add as many state name as you want until your satisfy

</script>

```

### **3. state name**

```
<state name="start" posX="16" posY="8">

```

"state name" has to be named "start" first else script will not operate as you expect afterwards you can name whatever you like in "state name"

```
another example
<state name="start" button="build-sniper">

```

white arrow pointing to your sniper button

below are all white arrows that works in the game(suspect to have more command):

### **3. text**

```
<text>output message</text>

```

the output message in game can be stand alone or company with other use see edge type for more information

### **4. edge type**

example

```
<edge type="start-build-sniper" next="4"/>

```

if you "select sniper tower button" go to "4"

```
<edge type="build-sniper" next="5"/>

```

if you "build a sniper tower" go to "5"

```
<edge type="build-depot" next="16" offsetX="5" offsetY="14" limitX="15" limitY="26"/>

```

if you "build a depot" from x5, y14 to x15, y26 anywhere in between go to "16"

below are all conditions that works in the game(suspect to have more command):

### **5. action type**

example:

```
<action type="countdown" arg="10"/>

```

countdown timer set to 10 seconds

```
<action type="horde" arg="5 5 9"/>

```

spawn 5 zombies in coordinate X5 Y9

below are all conditions that works in the game(suspect to have more command):

## **Summary**

```
example summary from above:

```

<map name= "this" difficulty="2" sizeX="60" sizeY="40" startX="51" startY="31">

<terrain>

f3508756ea1f2e2bdc78daf27469e97f.eNpjZ2U1YmJnVQQSp

uxMUuysQIKNnV2PkY1dAUiYcDBKsLEDCRYODh0JAD4wArU

</terrain>

<script>

 <state name="start"> - refer to **state name documentation** for more information

  <text>in start function arrowing to a position</text> - refer to **text** for more information

 <next/> - refer to **edge type documentation** for more information

 <edge type="click-next" next="1"/> - refer to **edge type documentation** for more information

 <action type="horde" arg="5 5 9"/> - refer to **action type documentation** for more information

 </state>

can add as many state name as you want until your satisfy

</script>

</map>