The Last Conflict

by Darker Emerald
The Last Conflict
Guns, explosives, classes and killing zombies! https://discordapp.com/invite/wsWfM9u
ID:1991181
 
Commonly asked questions:
Q:Do I have to know how to code in order to make maps?
A:No, map making is as simple as drag and drop.

Guidelines:
Please don't make OP maps with tons load of ammo. Its unfair to those who put their sweat and tears trying to rack up the cash.
- A request from Darker Emerald.

Beginners:
So you want to make a map for the game and don't know where to start?
You can start by downloading the map maker here: https://www.thelastconflict.com/tlc/TLC_MM(v.11).zip
Extract the zip file using winrar or the windows explorer.
You should end up with these list of files:


Open the .dme file and you should have this window appear:

You will have a ton of tabs open so just close them all, they won't matter.

Now lets get into the

Interface:


0. The toolbar is what you start with, opening or creating new maps.
1. The Objects Tab is where you will be spending the most time.
2. The File Tab is not used much but to open existing maps.
3. The Objects is where the floors(turfs), ammo(obj), and various other things will be located.
4. The search bar will come in handy when navigating objects.


DISCLAIMER: DO NOT PUT SHADOW EFFECTS IN YOUR MAP, THEY ARE OBSOLETE AND WILL BE AUTOMATICALLY GENERATED



Creating a map:
On your tool bar press file and new

Use the drop down menu and select Map File(.dmm)& Add name your map what you want.

X is how wide you want your map to be.
Y is how long you want your map to be.
Z is the amount of floors you want on your map
After you have decided, hit Ok.(A normal map is about x: 100 y:100


+ will expand the categories. Ignore the "atom and var" tabs. They are never used. Do tick the "Show all nodes" box though.
Categories will contain many settings and contraptions:
area - will let you mark what part of the maps get effected(insides & outsides of buildings) by weather along with blocking players from moving.
mob - monsters n stuff
obj - ammo, tables, cars, etc
turf - flooring, walls, stairs.
Minimap(self explanitory) is what you should use to navigate.
Map editor is where you will be doing all the mapping and placing.


Adding objects - Adds a single object Hold CONTROL when placing objects like trees, poles, and various others to avoid tearing.
Fill - Adds multiple objects
Select - Selects an object for deletion or editing
Floor Navigation - Arrow keys navigate to different floors if there are any.

Structures/buildings:
To build a building properly ,
Place walls to the top and bottom only of the building like this:


Then either use the top_2 or top_1 to cover the roof.
Then wrap it up with placing the tops of the walls right below the roof tops.


You do not want your walls bleeding the outside as shown where the red arow is pointing at.
Add doors, windows, and you're done!
(Most people prefer proper buildings like this but who am I to crush your creativity, go nuts.)


Adding spawn points for the player and the zombies(PLACING MOBS(LIKE CRIMSONS, ETC) WILL NOT WORK IN SURVIVAL MAPS, THEY ONLY WORK IN SCENARIO):

In your search bar, type in begin. You should get this red circle with a square in it.
Hold control while placing it down on the map. If you doing it right, it should look like this:

In fact, hold control when placing items/objects that tear through floors like poles and various others or else you will end up with a black tile underneath.

Now just add the spawn_zones(use your search bar),
save the map,
and you're done!

Heres what we got:


Use area to block the player from traveling into the darkness or if you just want block players for the lulz.
Also label the insides and outsides of an area.
As you can see, the black tile is what happens if you don't hold control while placing certain items down.

Congratz! You made your first survival map.


Shadow Effects:
You should add the wall_lines on the sides of your building. All shadowing after TLC V6 is auto. If you are building walls more than 1 layer tall, set "de_is_shaded = 0"
________________

ADVANCED: OBJECT VARIABLES
UNCHECK "HIDE /tmp AND READ-ONLY VARS in the right click menu.
When you right click anything, it should give you a right click menu. From there you can create "New Instance" and you will be presented with a set of variables. This whole section deals with what they mean. This section doesn't cover all of them but use common sense, play around with them. Set a walls HP to 10000000000 to make it unbreakable, learn with trial by fire


Setting Weather, time of day, and the map author name.
1. To do this , search for de_map settings. Right click on it and create a "new instance"
Here you will be greeted by a popup window, displaying many configurable variables.
The main ones we mainly use are:
de_set_map_author = "Me/Name here" <-- USE QUOTES
de_set_season = "Summer/Winter" <-- only 2 seasons so far
de_set_time_of_day_start = "Night/Dawn/Dusk/forgot the rest of them"
de_set_weather_start = "Rain, Storm, Clear, Cloudy"

After you are done, hit ok and place that new instance anywhere on the map(While holding control).

Shutters:
o_switch -
de_ki_id = null <- change it only if you want people to enter a passcode or use a key
de_ki_passcode = "" <- add numbers if you want people to enter a passcode
l_id_num = 0 <-- change this to match the shutters , if you have more than 1.
mame = "" <-- OPTIONAL: change the name if you have a gazillion of them(helps sort out things)
Shutter-
l_id_num = 0 <-- should match the o_switch's number.
name = "" <-- OPTIONAL : change the name if you have a gazillion of them(helps sort'n out things)

Stairs:
1. Place a stair tile on the map, anywhere.
2. Right click it an create a new instance(or right click it on the map, and edit it)
3. Write where you want the stairs to lead up to specifying the X, Y and Z coordinates.
When hovering over a tile, you will get the coordinates in a () box. Write those coordinates
in the x_loc , y_loc, and z_loc respectively.
x_loc & y_loc should be based off the coordinates you got off of the ().
The z_loc represents the floor, so enter 2 if you have a 2nd floor. If you are making a stairway
to the bottom floor, change it to 1.

Elevators:
Start by trying to make a structure similar to this, then place the button along with the elevator door
Note: The floor inside the elevator along with the button inside it will be generated automatically so don't worry about them.
Place floor_21 underneath the elevator door to make it look more kewl.


Create a new instance of the elevator(right click):
You should edit the following values:
de_max_floors = 2 <-- Or whatever amount of floors you want the elevator to go up to.
l_id_num = 14342432 <-- whatever number you want really but this number has to match with the button and door as both the door & button also have a l_id_num.
Hit ok and place the Elevator object inside the elevator. The elevator object is invisible as the
red arrow is point to it. Place it 2 tiles above the door on the light bulb/circle looking thing(Ideal place to put it).
And you're done. You should have a functioning elevator.

Scenario mode:
Just like you did with de_map_settings , there will be variables you will need to edit:

de_set_mode_time_limit_mins = 10 <- the time limit in minutes
de_set_mode_time_limit_secs = 11 <- time limit in seconds
de_set_message_start = "" <-- in parenthesis, type in what message you want the players to see when starting scenario, or just leave it null if you dont want one.
de_set_message_win = "" <- Same as above, the ending message if players win. leave it to null without any parenthesis if you dont want one
de_set_message_lose = null <- ending message if players lose
de_set_map_music_start = 0 <- music of the game can be changed, read the README.txt
de_set_main_power_start_on = 100 <- if you want the lights n elevator stuff to be working
de_set_time_of_day_start = "" <- gone over this
de_set_weather_start = "" <- gone over this
de_set_gametype = 0 <- represents the mode(Escape, Rescue & Evac, Pvp, Prop hunt). Changing the number will change the mode.

de_zombies_auto_target = 0 <- set his to 1 if you want the zombies to track players down, other wise at 0 they will move randomly
de_zombies_main_spawns_start = 0 <- spawns zombies like mad.
de_zombies_zombies_to_spiders_spawn = 0 <- enables spiders

de_send_extraction_chopter = 0 <- if you want a helicopter or not. Set to 1 if not.
de_send_extraction_chopter_message = null
de_send_extraction_chopter_time_wait = 10
de_send_extraction_set_music = 0

de_send_extraction_chopter_zombies_auto_target = 0

de_gamemode_options_escape_routes_start_on = 0 <- activates escape routes if 1 rather than helichopter

Radio: (Pretty much the same variables).

Helicopter:
Place where you want it to spawn using spawn_points.
Use way_points to navigate it by editing the variables back_num, is_num and next_num.

Triggers:
E_is_spawn = 0 <- 1 if you want stuff to spawn
E_s_spawn_type = null <- change this to "/mob/Monster/Zombie" , replace zombie with whatever you want
E_s_number_to_spawn = null <-- err number to spawn
E_s_spawn_at_a_time = null <-- spawn at a time
E_s_id_num = 0 <-- number can be 13419304 but it needs to match the spawn_locators.
name = "spawn_trigger" <- change the name, i don't care what it is but you should have different names for the spawn triggers or they might bug out.

Spawn_locators
this will be where you want your mobs to spawn when people touch the trigger.
Change the E_s_id_num to match the trigger number.... and thats it.

More soon! (orr you can contribute.... please?)