Difference between revisions of "Make your Map Pack"
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* Save your Map. Give it a cool or immersive name. Remember to save once every 5 minutes or so while making your map because you get a power outage, crash, or whatever, you probably won't be able to restore any changes made. It is good practice to save while map-making. | * Save your Map. Give it a cool or immersive name. Remember to save once every 5 minutes or so while making your map because you get a power outage, crash, or whatever, you probably won't be able to restore any changes made. It is good practice to save while map-making. | ||
* Open your add-ons folder. Refer to this [[Editingwesnoth#The_user_data_directory|page]] if you are not sure where it is. | * Open your add-ons folder. Refer to this [[Editingwesnoth#The_user_data_directory|page]] if you are not sure where it is. | ||
− | * | + | * For our guide, we shall be making an add-on titled '''Sample Map Pack'''. |
+ | * For this guide, I shall be using one of my maps, ''Sylvan Refuge'' as a sample. | ||
+ | * In the add-ons folder, make a new directory (or new folder) named '''Sample_Map_Pack'''. Please note the underscores and the uppercase and lowercase alphabets. You would have to keep them constant when you start the actual coding stuff. | ||
+ | * Go inside (open it) this folder/directory and make subdirectories (more new folders) named '''maps''' and '''scenarios'''.<br> | ||
+ | If you want translations as well, make a '''translations''' directory/folder as well. We shall cover this at a later section. | ||
=== Extras === | === Extras === |
Revision as of 17:14, 23 March 2021
This is a step-by-step guide showing how users can get their custom made maps converted to scenarios, and then compile those scenarios into a map-pack add-on, ready for release! I shall to be as concise as possible, providing images to help understand.
For this guide, the process will be done with Battle for Wesnoth 1.15.11 which is the version I have installed right now, but the process is the same for every version.
Contents
Things to Consider
The Approach
This is about how you are making the maps/scenarios. Are you using the in-game map editor to make your maps? Or, are you taking it a step further and making the complete scenario using the map-editor's scenario editor? Or, are you determined to just code it entirely using the MapGeneratorWML? Hey, we are covering all three!
The Procedures
This section covers the Step-by-Step guides.
Method One - the Map Editor
- Make your desired Map. Refer to BuildingMaps if you want further info.
- Assign player positions
- Save your Map. Give it a cool or immersive name. Remember to save once every 5 minutes or so while making your map because you get a power outage, crash, or whatever, you probably won't be able to restore any changes made. It is good practice to save while map-making.
- Open your add-ons folder. Refer to this page if you are not sure where it is.
- For our guide, we shall be making an add-on titled Sample Map Pack.
- For this guide, I shall be using one of my maps, Sylvan Refuge as a sample.
- In the add-ons folder, make a new directory (or new folder) named Sample_Map_Pack. Please note the underscores and the uppercase and lowercase alphabets. You would have to keep them constant when you start the actual coding stuff.
- Go inside (open it) this folder/directory and make subdirectories (more new folders) named maps and scenarios.
If you want translations as well, make a translations directory/folder as well. We shall cover this at a later section.