slight custom maps doc cleanup

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Ell 2024-12-14 18:57:19 +01:00
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@ -11,25 +11,25 @@ To get started, there's a set of required [cheats](cheats.md) that you have to e
Next, simply create a new save file that'll serve as the basis for your new map. You can use the map called "Empty Map" that should now be available as a simple starting point. Now, you can get started editing the map to make it your own!
## Caveats
There's a few engine details that you'll have to pay attention to when creating custom maps. Currently, these aren't enforced in the game, so ignoring them might lead to unexpected results.
There are a few engine details that you'll have to pay attention to when creating custom maps. Currently, these aren't enforced in the game, so ignoring them might lead to unexpected results.
- Some objects in the game (notably lot staff) save a reference to the map's name. Because of this, it's recommended to [export your map](#exporting-your-map) once, name it with its final name, and create a new save file with it before assigning lot staff and residents, and then re-exporting the map.
- Exporting a custom map from a save that has multiple maps loaded may lead to issues, so it's recommended to have only one map in your save.
- Roads have to be made of the hidden road tiles, and they have to be 5 tiles across to be registered as driveable area. Lane markings are optional.
- Every map needs to have at least one road that exits the map's border, otherwise people will not be able to go out of town, which might lead to crashes during gameplay.
- Newly placed lots should have a name assigned to them prior to exporting, as otherwise they will be marked as incomplete, causing them to behave unexpectedly.
- Every map needs to have at least one road that exits the map's border; otherwise people will not be able to go out of town, which might lead to crashes during gameplay.
- Newly placed lots should have a name assigned to them before exporting, as otherwise they will be marked as incomplete, causing them to behave unexpectedly.
- Some build mode features behave unexpectedly outside of lots and especially close to the borders of the map, so take care when placing walls and roofs there.
- Lots should not intersect each other.
- You can only delete lots if they don't currently have a household occupying them, and you're not currently building on them, so you'll have to export or delete existing households first and choose another lot to start building from. To delete a lot, select its full area with the Remove tool as if you were placing the lot.
## Useful Cheats
There's a few cheats not listed in the [cheats article](cheats.md) that are useful exclusively for editing custom maps.
There are a few cheats not listed in the [cheats article](cheats.md) that are useful exclusively for editing custom maps.
- `ResizeMap [width in sections] [height in sections]` allows you to change the size of the map. A section's width and height is 8 tiles. Note that, if you input a smaller width and height than the map's current size, anything beyond the borders will be deleted.
- `MoveMap [x section amount] [y section amount]` moves the map and all of its contents by a given amount of sections. This is useful if you want to add content beyond the top or left borders of the map where resizing doesn't add any additional space.
- `MoveMap [x section amount] [y section amount]` moves the map and all of its contents by a given number of sections. This is useful if you want to add content beyond the top or left borders of the map where resizing doesn't add any additional space.
## Exporting Your Map
To export your custom map, simply execute the `ExportCustomMap` cheat. This will reset some of the map's properties to default values, which includes normalization the skill level progress and relationships of everyone on the map. You can find your exported map in the [game folder's](game_dir.md) `Custom Maps` folder.
To complete your map's export, there are some additional files that are required to make the map work in-game:
To complete your map's export, there are some additional files that are required to make the map work in-game. Let's imagine your map export is `MyMapName.json`, which means the additional files should be named as follows:
- `MyMapName.txt` contains the description of your map which will be displayed when creating a new save file in the game.
- `MyMapName.png` contains a screenshot of a prominent part of your map (or any other image) which will be displayed when creating a new save file. The game expects this file to have 4:1 aspect ratio, with the default maps' size being 512x128 pixels.
- Optionally `MyMapNameSteamThumbnail.png`, which will be used as the preview image displayed in the Steam Workshop if you decide to share your map there. The restrictions for this seem somewhat arbitrary, but it's best to keep the file size under 1 MB and the image size around 256x256 pixels.