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Part
One: Overview
In this section
you will set up the folder for your map, as well as preparing
the way to make in total 4 separate and complete versions
of your map..

1.0
The Basic Map Set Up or 'Where to Start'
When making maps, I use a separate folder from Cataclysm
to work in, I named a folder 'Workshop' While I prefer to
create a folder for a new map on desktop and working in
there, and then copying the entire map into the ..\Sierra\Cataclysm\Multiplayer
directory when I want to look at it, there is nothing to
stop you working in your multiplayer folder from the start.
I only do this so I can get access to all the files I may
need easier, especially for copying and pasting between
directories which is a common feature of maply creation.
You can see a screen-grab of what I'm talking about here.

1.1
- Basic Folder
set-up.
Create
a folder in your desktop and rename it: Downward Spiral,
You would really only need this one folder, but as this
tutorial aims to cover everything, we are going to make
Four versions of our map first
we will make a 2 player or 'beta' version as once we have
finished with it we will wont need it no more and will be
dumped, but there is nothing stopping us from keeping and
using this 2 player version as it will be a completed map
(see chapter 10). Our final map will consist of three versions;
a 2-4 player version; a 4-6 player version and a 6-8 player
version. The Downward Spiral folder will contain everything
we need in one easy set of folders. So lets start off then
by preparing the four folders that will be the maps,
differentiating between them is the maximum number of players
the map can support.
-
Go into this folder and create 4 new folders called;
DSpiral2
DSpiral4
DSpiral6
DSpiral8
1.2
- What's going to be here by the time you finish...
Open
up the DSpiral2 folder and move the window aside. Leave
it open somewhere on the screen as you are going to be in
and out of this folder like a yo-yo from now on.
1.2.1
How we will go about business
We will not actually be creating all the various files that
make up a map from scratch here, we will be editing existing
maps. Confused? Worried? The reason is, is because Cataclysm
is unforgiving if you deviate from the format the files
are in. You will crash faster than a dotcom company. So
we use existing files as templates. The end result is usually
almost a complete rewrite of the code that was their before,
but the ability to copy and paste between these files is
what makes it so simple. If you have TextPad then this is
made all the easier with its ability to deal with multiple
files. With Notepad it’s a little less wieldy but still
far, far easier than the mysteries of MissionMan.
1.2.2
Why we are making Four Maps
As
shown above our map will accommodate up to eight players,
and so only need to have a single map with eight
Mothership
files designating where each of these players may start.
But then, why are we are making Four maps here! you're
saying...
Well,
I will tell you happy mapmaker. When you start a 2 player
game in a map that can accommodate eight, there is a damned
good chance your players will end up starting right on top
of one another. The 8 player map gives the cpu 8 positions
to choose from when it decides where to start each player,
and what would you know? Sod's law plays its part as the
players more often than not end up starting right next to
one another. What fun. Thank you, barking dog. So, we will
make four maps. Each map will be pretty much identical,
once you made the first its merely a matter of adding more
Mothership_#.missphere files to each successive version (the
number of mothership files in each folder is shown by the
number at the end of each folder name and hence shows at
a glance the number of players that specific map will support).
At
the moment all four of your revelations folders are empty.
You have your empty DSpiral2 folder open, right? By
the time you have finished this primer you will have the
following files in here;
Description.txt
This
file gives the description of your map viewable in the
game it also allows you to deal with the options that
are available within the HW:C game itself, in the Multiplayer/Skirmish
Vs CPU settings screen. There will never be more than
one per folder (and all will contain only minor changes
between folders of the same map but for different maximum
players).
DSpiral2.level
This
file contains all the basic information about your map.
It contains the name and race of all the starting ship
files, the name of the resource file, the universe size,
the lighting type, the background type, the sensor manager
zoom sizes, the default song to be played and any ship
restrictions. There will never be more than one per folder
(and all will need contain only minor changes between
folders of the same map but for different maximum players).
Mothership_0.missphere
and Mothership_1.missphere
Mothership files
contain all the player starting fleets and the starting
location of those fleets. The most important aspect of
these files is the fact that these files are named in
the level file and the game will seek out these named
files, if they are not included exactly as listed in the
level file (case and spelling!) then the game will crash.
Resource.missphere
This
file contains every single resource element that we want
to use in the map including asteroids, dust clouds and
crystals. When ships are placed in the ResourceSphere
they go under AI control, even when playing with no computer
players. Slipgates and Meteor Storms are controlled in
these files too. There will only be more than one of these
files, only if it becomes bigger than 64k and must be
split.
Distribution
files (*.dist)
These files contains the information
on the size and amounts of each size of
the resource you have in a cluster. They are very simple
files giving the relative sizes of asteroids/dustclouds
of the resources named in the Resourcesphere file. There
can be any amount of distribution files in the folder.
All
these files are required for each and every map, although
you could get away with less ‘*.dist’ files if you have
less asteroid types named in your ResourceSphere file, but
that particular point is covered later. We will take each
file step by step in the order I have shown them in above.

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