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40d:Design strategies

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Revision as of 01:11, 31 October 2007 by Julius (talk | contribs)
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3D Map Format

The map is divided in levels. Tiles on each level are composed by whatever is on that tile, and the floor (or absence of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example.

In the following examples,

  1. is a wall of rock

= is a floor of rock > is a stair down < is a stair up

Side view:

   #       Level 1 
   =       Level 1
   +  @    Level 0 
========<= Level 0
####### >  Level -1
========== Level -1

A channel removes the floor on the level it was designated, and the wall on the level below.

  @       0
=== ===== 0
### ##### -1
========= -1

Mining removes the walls, but does not affect the floors.

          1
========= 1
     @### 0
========= 0

Stairs down only remove the floor, and stairs up do not affect the floor or the ceiling. Stairs up+down act as a combination of both.

          1
==>=>==== 1    Level 1 view    Level 0 view    Level -1 view
  < X     0    ############    ############    ############
====X=>== 0       > >             < X >             < <
    < <   -1   ############    ############    ############
========= -1

Upramps remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Upramps can be found in the same submenu of the (d)esignation menu as up- and down-staircases. (todo: include how here)

          1
====v==== 1
    ^#### 0
========= 0