Best map format for complex environments
I'm wondering if there's a map format that works particularly well for creating levels when you can't use a standard map/level editor?To narrow the question down, I'm thinking specifically of 2-D tilemaps. Tiled's featur
Re: Best map format for complex environments
So I looked at how the various roguelike generators represent maps, figuring that whatever format they use is probably good enough to get started with. Looks like most use 0 for passable tiles and 1 for impassable tiles. Figure that might be a
Re: Best map format for complex environments
Notepad I think is like that, though I could think of a few other ways to hack together a map editor. Procedural generation of maps aside, you could also use a simple paint program like BrushTone for creating maps, as image data is basically a
Re: Best map format for complex environments
Interesting, hadn't thought of using BrushTone.Random aside: do you know of anyone using BrushTone regularly? I've seen it in your sig for a while and it looks interesting, but I don't know enough about it to know what problems
Re: Best map format for complex environments
It's slightly dated, but I love Metpad, which keeps its column position when navigating by rows (or lines). It's what I use when I want to create text tables, such as when I created the table for Swamp's weapon specifics.
Re: Best map format for complex environments
Hm, I know Mayana's used it, and a few others. People don't seem to talk about it much, but there have been a number of downloads. Accessible paint tools are rather a rarity, there are a few others besides BrushTone, which was a first
Re: Best map format for complex environments
How complex is the 3d under question? Ex, if you're going with the roguelike "0=clear, 1=wall" thing, and you have a small enough vertical range, you could extend it so that each bit represents the tile at a specific height.I wa