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- BotMap - A level designer for BotKiller2
- ========================================
-
- This help text refers to version 0.68 of !BotMap and not neccessarily the
- version it is contained within. If you find any discrepancies in this
- documentation then please tell me and I'll either update the text or
- modify the code accordingly. Comments and suggestions on this editor are
- always welcome and bug-reports should be sent as soon as possible.
-
- BotMap version 0.68 - Do not distribute.
-
-
-
- Index:
-
- 1.File Operations
- - Loading, saving and creating new levels.
- 2.Editing levels
- - Multiple layered maps, tool use.
- 3.Managing brushes
- - Loading, saving and deleting brushes.
- 4.Miscellaneous features
- - Map shifting, zooming and suchlike.
- 5.Notes on level design
- - What to avoid when designing a level.
-
-
-
- 1.File Operations
- =================
- The levels for BotKiller2 are stored inside the main !BotKill2 application
- and are loaded via the 'Load' window or by dragging a data file to the
- application. The level data files have headers since version 0.39 to allow
- for checking for files produced by BotMap. Files can be 'forced' to be loaded
- even if the headers are not present to stop old map files being made totally
- unusable. BotKiller, however, will not except files which have not got
- headers so any 'old' style files must be 'forced' into BotMap and then saved
- again to generate the header.
- When using the 'Load' window to load a file and an empty slot is selected
- then it performs the same action as if the level is reset. It is not possible
- to undo any operations concerning loading or reseting.
-
-
-
- 2.Editing levels
- ================
- Levels are edited via the main window which will provide a graphical display
- of the map layer chosen by map tool on the accompanying pane window. The
- tools are described below, and a change of tools signifies a new update of
- the undo buffer.
-
- +---+---+ a = Pencil tool
- | a | b | b = Fill tool
- +---+---+ c = Scissors tool
- | c | d | d = Brush tool
- +---+---+ e = Pointer tool
- | e | f | f = Map tool
- +---+---+ g = Undo tool
- | g | h = Open tile window
- +---+---+ i = Open brush window
- |h|i|j|k| j = Open general settings window
- +---+---+ k = Open shop settings window
-
-
- Pencil tool
- ¯¯¯¯¯¯¯¯¯¯¯
- The pencil tool draws with the curreent tile which can be selected via the
- 'Tiles' window or by clicking Adjust on a block in the map window. If you
- wish to fill an area with a specific tile then this can be done by dragging
- the required area with Select. Outlined areas can be done in a similar manner
- but by using the Adjust buttion
-
- Fill tool
- ¯¯¯¯¯¯¯¯¯
- This tool will fill an area with either the current brush (using Select) or
- the current tile (using Adjust). Brushes are mapped as if they were tiled
- from the top left in a regular fashion. The flood area must consist of nulled
- tiles for the operation to work. When the 'dual' map is filled then the fill
- is performed on the 'over' map and copied to the 'back' map rather than two
- seperate fills being performed.
-
- Scissors tool
- ¯¯¯¯¯¯¯¯¯¯¯¯¯
- This tool can be used to grab a new brush from the map. The brush grabs only
- one layer of the map (ie not Back and Over levels) and can consist of up to
- 64 tiles in any dimensions. All brushes appear in the 'Brushes' window and
- can be deleted or saved from there. You can define up to 32 brushes per tile
- set and once these 32 are defined then the last brush is overwritten.
-
- Brush tool
- ¯¯¯¯¯¯¯¯¯¯
- This tool allows brushes to be 'painted' to the map canvas and the current
- brush can be selected via the 'Brushes' window.
-
- Pointer tool
- ¯¯¯¯¯¯¯¯¯¯¯¯
- This tool is intended for use in conjunction with the 'Mouse' window as it
- does not edit any data, but records the mouse click positions for display in
- the relevant window. All other tools also record the mouse position, so this
- tool is generally redundant other than for checking !BotScript files.
-
- Map tool
- ¯¯¯¯¯¯¯¯
- This icon cycles through the selected edit modes, Back Edit, Over Edit, and
- Dual Edit. In Dual Edit mode then the 'Over' map is displayed in the main
- window and all operations are plotted to the 'Over' map and then copied to
- the 'Back' map.
-
- Undo tool
- ¯¯¯¯¯¯¯¯¯
- This undoes the maps until just before the last major change (auto undo) or
- to the last time the user has requested. Loading, saving and updating the
- level settings *always* causes the reset point to be set.
-
-
-
- 3.Managing brushes
- ==================
- The brushes are all handled via the 'Brushes' window, with up to 32 brushes
- being held in memory at one time. Most operations can be either performed by
- the toolbox (see below) or via the menu.
-
- +---+
- | a |
- +---+
- | b | a = Move to previous brush
- +---+ b = Move to next brush
- | c | c = Brush number (1-32)
- +---+ d = Delete brush
- | d | e = Save brushes (Select) or reload (Adjust)
- +---+
- | e |
- +---+
-
- Brushes can be rotated about in a similar manner to the map shift function,
- except that tiles are looped over to the opposite side to allow changing of
- the tiling when used in conjunction with the brush fill tool.
- The brush data is local to each tile set, and brushes are stored inside the
- main !BotMap application, so updating the application may well cause the old
- brushes to be lost.
-
-
-
- 4.Miscellaneous features
- ========================
- To aid level design and the general usability of this editor, some extra
- features have been added which may not be instantly obvious.
-
- Zooming
- ¯¯¯¯¯¯¯
- All of the windows can be zoomed to their own individual levels of
- magnification and this level can be saved with the 'Save Options' menu.
-
-
-
- 5.Notes on level design
- =======================
- The map editor makes no checks on the validity of levels, so impossible
- levels are possible to be created, as are levels which will expose flaws in
- the game engine.
-
- Jump blocks
- ¯¯¯¯¯¯¯¯¯¯¯
- Jump blocks have no concept of having a lift on top of them so it will still
- function even when conceiled. Jump blocks behind doors are not advised either
- as they lead to a slight graphical error as the jump block is plotted
- /behind/ the door.
-
-
-
-