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making one big map with seperate area colors.


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#1 Soarin

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Posted 14 May 2018 - 07:01 AM

The Over World i am making is going to be different areaS with there own colors.

but i would like to be able to make a big map with the areas together with there own own pallets.

anybody have any suggestions?


Edited by Soarin, 14 May 2018 - 07:17 AM.


#2 Lüt

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Posted 14 May 2018 - 07:20 AM

Use side warps between DMaps.

 

So, create a DMap for every palette you want to use, and set the actual map number in that DMap to 1 (or whatever your overworld map is). You'll end up with a variety of different DMaps that have different palettes under the Appearance tab, but all use the same map number under the Mechanics tab.

 

Then use the side warp menu (F11) on each transitional screen to set Scrolling Warps between the different DMaps. That way you can have all your overworld screens on a single map, but change colors as you pass between them.

 

There's also a related quest rule under the Combos rule list called "Scrolling Warps Don't Set The Continue Point" - leave this unchecked if you want the player to restart at the last used scrolling warp, or check it if you want them to restart at the beginning of the overworld (or their last used entrance warp).


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#3 Soarin

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Posted 14 May 2018 - 07:27 AM

Also i am planning on saving each area in a folder using the map maker in Zquest. So i can piece the whole thing together.



#4 Architect Abdiel

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Posted 14 May 2018 - 07:56 AM

For piecing together, I like to put together the image in Paint.NET.

Save the map in each area with a different palette.

Then in Paint.NET open them all.

Make as many layers as you need on one of the images.

Paste each map on a different layer.

Then you can crop each layer individually and finally merge all the layers back together.
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#5 Anthus

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Posted 14 May 2018 - 10:17 AM

I do the same thing Shoshon does, but with a different program. I use GraphicsGale. First, I made a grid (Click "Custom Grid"-> "setup") that is the same size as a ZC screen (256x176). Second, you want to click the "Snap" button, which is right next to where you pick a grid in the middle of the toolbar. Now you can use the selection tool (A few more spaces to the right in the toolbar) to pick screens to copy from one map, and paste into another "master map" with all the different areas. You can also use Ctrl+Click to select screens non-linearly i.e. screens that aren't right next to each other. I may make a small video tutorial, if my poor explanation isn't good enough :P

 

The grid, and snap is not required, but it makes it WAY easier to pick screens quickly, especially if you have a lot of different areas that aren't all square shaped. (Like Z1's dungeons)


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#6 Soarin

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Posted 14 May 2018 - 12:46 PM

Ok thank you i will try that.



#7 Jamian

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Posted 14 May 2018 - 05:40 PM

Another solution is to use "8-bit color" for your tiles. I wouldn't recommend it for enemies or anything that needs to change palettes at some point (since it prevents that), but for overworld scenery it'll be fine.

 

One major drawback of using sidewarps for this is that the palettes won't show up correctly when the player checks the map screen.




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