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Subject: Is there a MapEditor? Quality pictures of the Map Tiles wanted rss

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Flo Heisenbrain
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Hey Guys,
i don't have the game yet (it's not released in germany, and pretty pricy otherwise), but i wondered if there was a MapEditor?

If not, i'd be willing to do a quick Extension for the Zombicide MapEditor, as i did with Massive Darkness Tiles before
I would need your help though:
I'd need photos (or possibly scans) of the Tiles top down, not from an angle.
Edit wrote:
In the curse of this thread we actually did one Here is the link to the Filepage: MapEditor
I'm still looking for good scans to add those eventually
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Jonathan Chapman
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I could take photos, but I guess scans are the better option for consistency of size/light, so I'll hold out and see if anyone has a scanner.

Alternatively, I could put together a clean representation of the tiles with just walls/borders on them, inside photoshop or inkscape (more like a blueprint). Hey, actually themeing it like the DOOM automap would be kinda neat If you were interested in that, how many pixels per tile would you like?
 
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Jonathan Chapman
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Here's a first pass,

http://imgur.com/oxenCg0

The image is aligned so tiles are on a 64x64 pixel grid. The black walls overhang by 6 pixels (7 with aliasing), they can be trimmed if desired.

I have the file in vector format too for colour changes if desired.

There are 24 tiles in total, and they are double-sided with Hell tiles on one side and UAC base tiles on the other (orange = hell, blue = UAC). Tiles with duplicates have a number between the two sides.

If you'd like to use this, I expect you'll want map tokens as well? Portals, objectives, teleporters, health kits, etc.
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Flo Heisenbrain
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Wow, thanks, thats awesome
I think the resolution is enough.
Are there names or numbers for the tiles?

 
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Jonathan Chapman
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There are IDs, yup. Numbers followed by A or B depending on if it's the front side or the back side. I'll get a new PNG to you with them in order, and fix up the walls around doorways so they fit together more nicely.

How are you going to be using the image in your program? Splitting it up into separate images, or using it like a sprite sheet? I'm wondering about maintainability, if I give you revisions to the images.
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Flo Heisenbrain
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I will have to use one .png image per Tile (one side)
If you wanna cut them rigth up, that would be a big help
Please name them just like the tiles 1A.png 1B.png and so on.
 
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Jonathan Chapman
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Oh okay, I can do that :-) A couple more questions first though,

Do you want a grid-space sized buffer around the outside of the tile pieces? (For the overhanging walls)

Alpha is OK in the images? (transparent background)
 
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Flo Heisenbrain
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Yes to transparent Background.
i think no buffer is better for setting them up together later.
 
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Jonathan Chapman
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Okay, here's a zip: http://www.jonchapman.net/doom/DOOM%20tile%20pieces.zip

First time I got to use the Photoshop slice tool, which is kinda neat! It means we can make any visual updates quite quickly if needed.

Actually, one thing I've just noticed is that it's hard to tell where the connecting parts are in some pictures...I'm going to make another update showing better where the tiles piece together.
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Jonathan Chapman
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Phew, OK, I've added the connecting parts now:

http://www.jonchapman.net/doom/DOOM%20tile%20pieces%202.zip

I think I'm done for now, thanks for giving me something to distract myself with today, can't wait to see the result
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Flo Heisenbrain
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I'm almost finished here, thanks for all the help
Here is a map i created with this just now:

What i need to do is insert the tokens and adjust their size.

And is there really just one of the 14A/14B Tile? it seems usefull in more cases
 
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Jonathan Chapman
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Neat! Huh, I never thought to use the cross section piece like that, nice one

Yeah, surprisingly there really is only one of those pieces.

I've got yet another update; this one fixes the cross-section having thicker outside walls than the rest (as they weren't on the edge of the image, they weren't trimmed like the others), as well as fixing corner-pieces not having a tiny black wall in the corner edge.

http://www.jonchapman.net/doom/DOOM%20tile%20pieces%203.zip

Regarding map icons, I think that is something that might look better using scans/photos of the actual pieces. I'm hoping someone else can help out there. I can supply a list of the map tokens needed if you want to use placeholders for the time being.
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Flo Heisenbrain
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Those are all the tokens i could find in a good quality:

I will need the other tokens (espacially weapons) and how many there are of each one.
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Jonathan Chapman
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OK, here's an inventory of the setup icons:

Portals (double sided; bright on one side (active), dark on the other (inactive)
6 blue
6 yellow
6 red

6 objective tokens (the yellow shields)

6 teleporter tokens (double sided, active one side inactive the other side)

9 health packs

16 progress/threat tokens (1 progress token is used in some missions to show escort destination, otherwise these are not used on the board in setup)

2 frag grenade tokens (grenades are double sided, but only one side is used in setup)
2 siphon grenade tokens
2 hologram grenade tokens

5 weapon tokens:
- BFG
- Chaingun
- Gauss Cannon
- Chainsaw
- Rocket Launcher

Something your program will need to be able to do is to 'stack' tokens on the same space. A lot of modes require portals & objectives to be in the same space, and the ordering of the portals is important.

You can see the default map setups in the manual here to get an idea of what I mean.
 
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Jonathan Chapman
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Something I quite liked about the operations manual was the white border around the pieces, along with the black walls. I've tried adding that to the tiles, example pic here:

http://imgur.com/Ncbd2G2

zip here:

http://www.jonchapman.net/doom/DOOM%20tile%20pieces%20white....
 
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Flo Heisenbrain
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That looks nice

This is what it currently can do.
The counters on the Tiles work as intended, but i didnt get the token counters to work.. I'll update this the next few days.

Here is a Link for the MapEditor extension:
https://www.dropbox.com/s/7zjo728jwvgvna5/DOOM-the-Boardgame...

The actual MapEditor is free and for download from the Zombicide website here:
https://zombicide.com/en/map-editor/
 
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Jonathan Chapman
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Cool, I just tried it out and it works well The Zombicide version had some grid snapping though the DOOM doesn't, that would be useful (I'm guessing it's turned off so you can place portals off-centre?).

Couple of suggestions; put the Hell and the UAC tiles in different folders, if you can. They're not compatible with each other as the connectors won't fit together, so it's OK if this breaks the tile-limit counts.

My second suggestion I just second guessed myself on; I was going to suggest removing the standard weapon tokens (the ones without the chevron's), except, perhaps someone might want to have those as collectable items in a map. Hell, you could have the marines start a mission with only their basic equipment load-out and force them to find weapons! That'd be pretty neat.

I'd definitely like to see the blue/orange tiles separated into different categories, though; it'd make building maps a lot easier. Some degree of snapping, too, if you can, even if it's just 1/8th of a grid space!

Nice work Mr Heisenbrain
 
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Flo Heisenbrain
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So I'm pretty much finished
The link is updated, so you can download the new version there.
Couple Changes:
i credited you for the Tile Schematics

I added Tile snapping at 64, so it always snaps in place. (Tokens and weapons dont snap, bc its difficult to place them that way)

i didn't divide Hell and UAC in different Folders, because i can't have it recognise the pairs (in case you want to create a map where you port between hell and uac). But i did order them, so the 16 UAC tiles are first, the 16 Hell tiles second.
In order to do so i had to add a "h" to every hell tile, so 01B.png is now h01B.png etc

yeah the weapon tokens are there for whatever you want to do with them, they don't hurt anyone staying

Thank you again, you were a major part in this

One last thing if you would help me one last time:
I'd like to have the tiles marked with their name on the corners. That will actually setting up a quest from this map a lot easier.
If you're willing to do this, please remember to name the hell tiles h99B.png instead of 99B.png
 
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Flo Heisenbrain
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Here is a example of what i meant by Hell and UAC at once:

You can download the .map-file here:
https://www.dropbox.com/s/wql848hsccqpia2/DOOMfinal.map?dl=0
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Jonathan Chapman
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Right you are,

http://www.jonchapman.net/doom/DOOM_tiles.zip

One last tweak I've done is to add a very slight marbling effect to the tiles; it makes them look a little nicer to look at.



(I botched the map up a bit but didn't notice until after uploading whistle)
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Flo Heisenbrain
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And here is the new pack
https://www.dropbox.com/s/7zjo728jwvgvna5/DOOM-the-Boardgame...

Any comments on the last changes?
Is anything missing?
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Jonathan Chapman
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Yes, one thing I noticed; the standard weapons should all have 2 tokens each, for a grand total of 23 weapons & grenade tokens.

Otherwise all looks pretty sweet.
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Flo Heisenbrain
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merkaba48 wrote:
Yes, one thing I noticed; the standard weapons should all have 2 tokens each, for a grand total of 23 weapons & grenade tokens.

I updated that, the old link should be updated to that version, and i sorted the starting weapons to the bottom for a better overview.
Quote:
Otherwise all looks pretty sweet.

Thanks, i think we did a good job here
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David Andersson
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Awesome. Nice job.
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