Making Forests and Caves Part 3 – Shadings, Bioms, and Paths

Our Map now looks quite okay, but still boring. Let’s try out some more functions!

Shadings are usually used to draw areas of darker grass, dirt, or any other tile to gain bit more variety on the map. Bioms are used e.g. on a Worldmap to draw areas of multiple types at the same time, e.g. desert, snowfield, forests… A Path connects two points, that are at the borders of the Map, with each other.

Shadings

A Shadings Map consists of one or multiple lines containing these blocks:

  • At least one Matcher
  • one blank Tile
  • one Tile that will be the replacement of the Tiles on the left

You can draw multiple lines to setup Rules for different bioms, e.g. grass becomes darker grass, rock floor becomes dirt, etc. However, having multiple Replacements in one line is not supported. I made the experience that most of my Maps only contained one Matcher and one Replacement.

Paths

The Map configuration of the Paths map is exactly the same than for the Shadings Map, but to use it correctly, we use different Tiles here. A Path will connect point A and B at all costs, that means it might go through ceiling tiles, so we need to add the ceiling tile as Matcher. You can use multiple lines to enable more rules, e.g. when the road goes through walls, it should be darker, or when the road goes over water, bridge tiles are used.

Bioms

The Map setup to draw Bioms is slightly different towards the configuration of the Shadings and Paths. It accepts only one line, but outputs multiple Tiles. For a Worldmap, it can accept all kinds of grass, and replaces it with desert, snowfield, mountains, etc.

Putting everything together

As already mentioned, you can put Structures, Shadings, … in any order, even multiple times or left out. Especially when using multiple items it can become a real puzzle for you. I will add some more articles how I setup my dungeons, and you can always look into the Sample project.

I found out that this order works quite well:

  1. draw Path, so there’s definitively a way from A to B
  2. draw the Walls (Structures), as a Structures Map is easier when you need only a few Matchers
  3. draw Special Assets (Decoration), e.g. Loot Chests, monsters
  4. draw Shadings
  5. draw Details (Structures)

MZ only: Plugin Commands

Put Plugin Commands in this order:

  1. Generate Noise Map
  2. Commands starting with „draw“, in any order
  3. Spawn Player At
  4. Finalize

MV & MZ: JavaScript Call

The JS Code would look like this. Be aware, that I changed the spawn location to „south“.

$noiseMapGenerator.noiseMap()
.enforceSingleArea()
.generate()
.drawPath("north", "south", "Path")
.drawStructures("Structures")
.drawDecorationXTimes(11, 2, 4)
.drawDecorationXTimes(14, 3)
.drawShadings("Shadings")
.drawStructures("Details")
.spawnPlayerAt("south")
.finalize();

Continue with Part 4.