Make your Map Pack
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.
- It is recommended you use a specialised text editor for the next steps. For this guide, we are using Visual Studio Code. I know most of you can use Notepad/TextEdit for this, which is perfectly fine, but when you start getting errors and those text editors are helpless in telling where you did the typo, you shall start appreciating VSCode or Kate. #BeenThereDoneThat
- Now to code the files which shall make it an add-on.
- The _main.cfg file:
#textdomain wesnoth-Sample_Map_Pack # these are textdomains # simply put, if you want your maps to be translated # into other languages, then you add this [textdomain] name="wesnoth-Sample_Map_Pack" path="data/add-ons/Sample_Map_Pack/translations" [/textdomain] #ifdef MULTIPLAYER # indicate the binary path # this will Wesnoth find your maps # for the map_file= key [binary_path] path=data/add-ons/Sample_Map_Pack [/binary_path] # load the scenarios {~add-ons/Sample_Map_Pack/scenarios} #endif
- The scenario file inside the scenarios, named as 2p_Sylvan_Refuge.cfg. Please note that CFG file extension is paramount and any other format shall not be recognised.
#textdomain wesnoth-Sample_Map_Pack [multiplayer] id="2p_Sylvan_Refuge" name= _ "2p - Sylvan Refuge" description= _ "1v1 Map made by Lord-Knightmare." map_file=2p_Sylvan_Refuge.map turns=-1 random_start_time=yes victory_when_enemies_defeated=yes {DEFAULT_SCHEDULE} {DEFAULT_MUSIC_PLAYLIST} # Note: I would keep the side definitions # as simple as possible to avoid # some issues where the faction is not # selectable or so [side] side=1 team_name="one" user_team_name= _ "South" {FLAG_VARIANT long} gold=100 income=1 [/side] [side] side=2 team_name="two" user_team_name= _ "North" {FLAG_VARIANT long} gold=100 income=1 [/side] [/multiplayer]
- Okay, assuming you have followed the instructions properly, the add-on should be loading without any errors. You know what that means, right? You did it! Now, head over to PBLWML and get it on the add-ons server!