Overview

This file controls how the Automap in game will display the discovered parts of the area level and store this progress in character save files.

The Automap is composed of many different image files depicted as small icons to convey what part of the area level is being displayed. This file will assign these image files to their related map cells, which will properly build the Automap as the player explores the area.

Not all tiles will have image files assigned to them, and in these cases, those parts of the Automap will remain blank.

Any column field name starting with “*” is considered a comment field and is not used by the game

Data Fields

LevelName – Uses a string format system to define the Act number and name of the level type. Level types are static defined values that cannot be added. The number at the start of the string defines the Act number, and the word that follows this number defines the level type. This data should stay grouped by level.

String CodeDescription
 Level Type None
1 TownLevel Type 1 Town
1 WildernessLevel Type 1 Wilderness
1 CaveLevel Type 1 Cave
1 CryptLevel Type 1 Crypt
1 MonestaryLevel Type 1 Monestary
1 CourtyardLevel Type 1 Courtyard
1 BarracksLevel Type 1 Barracks
1 JailLevel Type 1 Jail
1 CathedralLevel Type 1 Cathedral
1 CatacombsLevel Type 1 Catacombs
1 TristramLevel Type 1 Tristram
2 TownLevel Type 2 Town
2 SewerLevel Type 2 Sewer
2 HaremLevel Type 2 Desert
2 BasementLevel Type 2 Sewer
2 DesertLevel Type 2 Desert
2 TombLevel Type 2 Tomb
2 LairLevel Type 2 Lair
2 ArcaneLevel Type 2 Arcane
3 TownLevel Type 3 Town
3 JungleLevel Type 3 Jungle
3 KurastLevel Type 3 Kurast
3 SpiderLevel Type 3 Spider
3 DungeonLevel Type 3 Dungeon
3 SewerLevel Type 3 Sewer
4 TownLevel Type 4 Town
4 MesaLevel Type 4 Mesa
4 LavaLevel Type 4 Hell
5 TownLevel Type 6 Town
5 SiegeLevel Type 6 Siege
5 BarricadeLevel Type 6 Barricade
5 TempleLevel Type 6 Temple
5 IceLevel Type 5 Ice Caves
5 BaalLevel Type 5 Baal
5 LavaLevel Type 5 Lava

TileName – Uses defined string codes to control the tile orientations on the Automap

String CodeDescription
flBase Floor
wlBase Left Wall
wrBase Right Wall
wtlrBase Upper Top Corner Right
wtllBase Upper Top Corner Left
wtrBase Upper Top Corner
wblBase Lower Bottom Corner Left
wbrBase Lower Bottom Corner Right
wldBase Left Door
wrdBase Right Door
wleBase Left Exit
wreBase Right Exit
coBase Column
shBase Shadow
trBase Tree
rfBase Roof
ldBase Left Wall Down
rdBase Right Wall Down
fdBase Full Wall Down
fiBase Front Wall Down

Style – Defines a group numeric ID for the range of cells, meaning that the game will try to use cells that match the same style value, after determining the Level Type and Tile Type. If this value is equal to 255, then the style is ignored in the “Cel#” field selection.

StartSequence – The start index value for valid “Cel#” field to choose for displaying on the Automap. If this value is equal to 255, then both the “StartSequence” and “EndSequence” are ignored in the “Cel#” field selection. If this value is equal to -1, then this field is ignored in the “Cel#” field selection.

EndSequence – The end index value for a valid “Cel#” field to choose for displaying on the Automap. If this value is equal to -1, then this field is ignored in the “Cel#” field selection.

Cel1 (to Cel4) – Determines the unique image frame to use from the MaxiMap.dc6 file that will be used to display on the Automap for that position of the level tile. There are multiple of these fields because they can be randomly chosen to give image variety in the Automap display. If the value equals -1, then this cell is not valid and will be ignored. If no cell is chosen overall, then nothing will be drawn in this area on the Automap.