Warning: Cannot modify header information - headers already sent by (output started at /home/nma/public_html/content.php:68) in /home/nma/public_html/includes/header.shtml on line 2
No Mutants Allowed - Your Post Nuclear News Center!
rss rss Like this on facebook Twitter this +1 this Steam group

"The Basics".
By ColJack

Part 1

"Floors and Walls".



A few people have asked for a tutorial on the basics of mapping, so here it is..

First you need a floor for your map.
You can do this one of 2 ways.. by hand, or by using the patterns included with the editor.

To do it by hand, you just scroll through the tiles selector at the bottom of the screen and chose the tiles you want, right click on the one you want to stamp down, then left click on the map area where you want to place it.



To use the patterns ( most of which are desert of some kind ), you simply have to go to the tools menu, and select "use pattern".



Select the pattern you want to use from the window that pops up.



Then just click away all over that black screen that is your map.
When you are done stamping the pattern down, right click to exit the pattern mode.

To speed things up a bit, you can make a large area, then copy it using the copy button on the tool bar at the bottom.


While you have the pattern selected, you can press the + ( plus ) and - ( minus ) keys to make the pattern stamp bigger or smaller. ( 2x2, 3x3, 4x4 etc... )



Once you have a basic floor to your map, you need to put down the "footprint" of all your buildings and things such as roads.. there are no patterns for this so you'll just have to do it by hand.
I recommend using tiles that make a "grid" for the footprint to your buildings. You can change it later but it helps with placing the walls.



Next you need to place the walls, so set the selector to walls, and find the look you are going for.



NOTE! some wall sections are spread all over the selector bar, this was because sections of wall were added as they became needed by the original mappers, so you might have to hunt for that corner you want.

You should ideally place your walls on the "grid" if you intend to include roofs to your buildings..
Because of the way the some wall pieces are made, they leave "holes" that the player can walk through. Corners are especially prone to this.

Turn on the hex grid. You will see that the walls have red hexes below them. These are areas the player cannot go ( in simple terms.. ).



Where the wall has no red hex below them is where the "hole" is.


(Hole under corner)  (Walls turned off for clarity)

You need to plug these "holes" with a wall blocker, found in the walls selector, tile number 620 and 621. They are named "wall" and "wall s.t" respectively, and are a solid wall, and a wall that can be shot through. ( hence the s.t. ).



They are placed just like normal walls, but they do not show up on the map normally, they just make the hex red.
To be able to see them, you need to turn "Toggle Block Obj View" on in the Tools menu.



The Blockers show up as a green hex with a "W" in them. The solid walls have a solid "W" ( shown on the left in the pic ), and the "Shoot through" walls have a faded "W" in them ( shown on the right in the pic )




This ends the Basics tutorial on Floors and Walls.
Comming soon.. Basics of scenery..

Wed, 30 Jul 2014 20:27:50 GMT
Interview with Brian Fargo and our very own Brother None on Wasteland 2
Sun, 27 Jul 2014 18:30:39 GMT
Mad Max: Fury Road Comic-con trailer
Wed, 23 Jul 2014 15:39:43 GMT
Texas-based fan-made Fallout game: "Fallout: Lonestar" currently in the works
Tue, 22 Jul 2014 13:58:40 GMT
After Reset reaches and exceeds kickstarter goal in 10 days with 30 days to go
Sun, 20 Jul 2014 07:47:01 GMT
Fallout series on sale on Steam
Thu, 17 Jul 2014 17:21:23 GMT
No Fallout 4 at GamesCom
Wed, 16 Jul 2014 14:43:33 GMT
Fallout: Distress (A Fallout fan film)
Wed, 16 Jul 2014 14:38:38 GMT
Fallout: Van Buren being reborn under fan development (includes Q&A interview)
Wed, 16 Jul 2014 14:18:58 GMT
Post-apocalyptic RPG "After Reset" rebooted on Kickstarter
Wed, 09 Jul 2014 10:06:45 GMT
Underrail Development Log #52: Blood Sports
Tue, 08 Jul 2014 10:02:14 GMT
Wasteland 2 Update #53: Progress Report
-Opening Analysis: Fallout
-AMA Q&A with Brian Fargo and Chris Avellone
-Wasteland 2 Interview with Chris Avellone and Brian Fargo
-Circle Junction
-Wasteland Kickstarter Project Interview with Brian Fargo
-The Origins of Fallout
-Afterfall: InSanity review
-Afterfall: InSanity preview
-Lonesome Road Review
-Old World Blues review
-Fallout2 Hi-Res Patch v4.1.5
-Fallout1 Hi-Res Patch v4.1.5
-Falloup, a Fallout Comic by 'Ten'
-WayDowntown V1.1
-FO1 bos grenades quest
-FO1_pistol_sound_patch
-Fallout FIXT
-Graphics Viewer v1.36
-RobCo Systems Beta 1.0
-S.T.A.L.K.E.R.: Anarchy Cell Design Document
-Koan's Gift: Oblivion Lost Design Document Pack
-S.T.A.L.K.E.R.: Oblivion Lost Design Document
-S.T.A.L.K.E.R.: Oblivion Lost Story Outline
-Uptown v1.4
-Fallout Script Editor 1.5a
-Mission Mojave Fixpack
-Garden Of Eden Creation Kit
-The Weapon Mod Menu
-The Mod Configuration Menu
-Interior Lighting Overhaul