http://euotopia.com/files/maped.zip - updated Apr 11, 2018 (v109)
Where do I start?
http://euotopia.com/manual/index.php/Maped_Introduction start here
http://euotopia.com/manual/index.php/Maped_Controls keys are here
http://euotopia.com/manual/index.php/Category:Maped the rest is here
An approximate list of features that are new or you didn't know about ( from this year )
- Maped tries to set its window size nearly as big as your monitor: can be disabled by editing maped.cfg and setting autosize=0
- offscreen tiles are shaded in grey and there is a huge pink rectangle around the entire map so you know what bit of the map is offscreen
- support for regions - they get their own post below
- keep hitting i because items are separated into usable, nonusable and arms/armour
- you can now specify any screen res you like, for those with huge monitors ... edit your maped.cfg and put the following lines in
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changes from 2007-2008 that were tucked away in the readme:
* ctrl-r - reload a level, w/o saving - useful only for when scripts are attached to a random level
* shift-v - toggle euo player view on and off - ie only shows tiles that are visible from the center of screen
* shift-x - load the parent level, to simulate leaving a town
* space - traverse ladder/level at the orange square
* - / + = keys: adjust sight radius for when you are in player view mode - leave at default as this is what euo client uses
* 0-9 keys - select paint set
* press ctrl-L to reload config - for reloading paintsets, see below
This is a big change no one knows about really, so it gets a big pink header. if you put an item (eg brazier) on a map, you don't have to worry ever about someone stealing it. That is because normally, in maped, when placing an item, it is flagged as being 'furniture'. A furniture item is locked to the map and can't even be taken by a DM.
The only exceptions to this are fountains, and switches, but you can't steal them anyway. Again, maped should do the worrying for you.
So for you old school map makers, don't worry about hooks anymore, except if you want to make a sign out of a brass plate for example.
Setting the offmap default tiles:
While setting the top left corner tile will work to set the offscreen borders, you can now
specify different tiles for each N, S, E W offscreen areas. Just paint a tile offscreen to set
that whole area to that tile. Does not work on continent flagged maps (since they wrap).
You can specify a set of tiles to use randomly when creating a new map. This is nice for automatically adding variation to terrain. Edit maped.cfg: see the lines:
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change the paintsets to any tile combo you want. The format is:
X is the paint set num
TILE is the tile number, from maped
QTY is the how common it is - you can put a high number to make a tile more likely to paint, eg plain dirt or grass
if QTY is 1 then you can leave out the x1, eg
is the same as
Once done editing, save maped.cfg. If Maped is open, hit ctrl-l to reload the config. Then set your brush size to huge (with [ and ] ) and away you go.
Attached scripts to maps
This is how silvenguard tower, farimond dungeon, lava caves are generated - just ask rusty
Attaching scripts to spawners
if you want to make a miniboss, or give a spawned mob a name, or make him phat or large or good aligned instead of evil, you need a script attached to your spawner.
just look at this fucking post!!